Loot Boxes in Video Games Should Loot Boxes Be Considered a Form of Gambling and Therefore Be Subject to Gambling Laws?

Total Page:16

File Type:pdf, Size:1020Kb

Loot Boxes in Video Games Should Loot Boxes Be Considered a Form of Gambling and Therefore Be Subject to Gambling Laws? Faculty of Social Sciences and Law Loot boxes in video games Should loot boxes be considered a form of gambling and therefore be subject to gambling laws? B.S. thesis Author: Ingi Hilmar Sigurðsson Supervisor: Unnar Steinn Bjarndal (Autumn – 2020) Confirmation of final project for a B.S. degree in Business Law from Bifröst University Final project: Loot boxes in video games, should loot boxes be considered a form of gambling and therefore be subject to gambling laws? By Ingi Hilmar Sigurðsson The project has been evaluated according to the rules and requirements of Bifröst University and has the final grade:___ ____________________________ Bifröst University, Autumn 2020 ____________________________ Supervisor ____________________________ Head of the Faculty of Social Sciences and Law Faculty of Social Sciences and Law Loot boxes in video games Should loot boxes be considered a form of gambling and therefore be subject to gambling laws? B.S. thesis Author: Ingi Hilmar Sigurðsson Supervisor: Unnar Steinn Bjarndal (Autumn – 2020) Abstract Loot boxes are a form of microtransaction, which is a business model used to generate revenue for video games. The contents of loot boxes are random and based on chance, where loot boxes have a higher chance to contain a variety of lower quality items, and a much smaller chance to contain a selection of higher quality items. The higher quality items tend to be the driving force between loot boxes purchases and participation despite, or maybe due to, their rarity. However, visual appeal tends to play a part as well regarding cosmetic rewards, as such players may desire rewards solely based on their visual appeal, regardless of their rarity. Unique rewards tend to carry more visual appeal, however, as they are not used as excessively as rewards which are not unique or hard to come by. Loot boxes and microtransactions are often predatory and exploitative in nature, whilst being marketed to children, which is one of the key aspects being taken into account as an attempt is made to answer whether loot boxes should be considered a form of gambling and therefore be subject to gambling laws, as such legislation tends to be made in order to protect those in need of protection from such behaviours. The main findings of the thesis are that loot boxes are, by definition, a form of gambling and legislations should be interpreted in a broader sense, benefitting individuals, their safety, and protection. i Preface This final project is a 12 ECTS credit thesis for a B.S. degree in Business Law at Bifröst University’s Faculty of Social Sciences and Law. The tile of the thesis is: Loot boxes in video games, should loot boxes be considered a form of gambling and therefore be subject to gambling laws? This thesis was written under the reliable guidance and helpful assistance of my supervisor, Unnar Steinn Bjarndal, Supreme Court attorney and Assistant Professor of Law. ii Table of Contents 1. Introduction ................................................................................................................... 1 2. Microtransactions .......................................................................................................... 3 3. What constitutes as gambling? ....................................................................................... 3 3.1. United Kingdom’s Gambling Act 2005 ................................................................... 4 3.1.1. Gaming ............................................................................................................ 4 3.1.2. Betting ............................................................................................................. 4 3.1.3. Lottery ............................................................................................................. 5 3.2. Iceland .................................................................................................................... 6 3.2.1. Iceland’s legal definition of gambling .............................................................. 6 3.3. The Netherlands and Belgium ................................................................................. 7 3.4. Japan ....................................................................................................................... 7 3.5. China ...................................................................................................................... 8 3.6. Broad versus narrow judicial interpretations ............................................................ 9 3.7. How developers circumvent gambling definitions ................................................... 9 3.7.1. Monetary value of gambling .......................................................................... 10 4. What are loot boxes? ................................................................................................... 12 4.1. Genres where loot boxes may be present ............................................................... 12 4.1.1. Sports games .................................................................................................. 13 4.1.2. Role playing games ........................................................................................ 13 4.1.3. Action games ................................................................................................. 14 4.2. Mobile games ....................................................................................................... 15 4.3. Functionality of loot boxes .................................................................................... 16 4.4. Different types of loot boxes in video games ......................................................... 17 4.4.1. Overwatch ..................................................................................................... 17 4.4.2. CS:GO ........................................................................................................... 18 4.4.3. The Star Wars controversy ............................................................................. 20 4.5. Target audience of MTX ....................................................................................... 20 5. Unethical and exploitative behaviour? ......................................................................... 22 5.1. Understanding the value of money ........................................................................ 24 5.2. Prevalence of MTX in mobile games .................................................................... 25 5.3. Impressionable minds of children and vulnerable people ....................................... 26 5.3.1. Winning is addictive ...................................................................................... 27 5.3.2. Maslow’s Hierarchy of Needs ........................................................................ 28 6. Gambling laws and protection ..................................................................................... 29 6.1. Gambling Act 2005 ............................................................................................... 29 6.1.1. Final licensing objective................................................................................. 31 iii 7. Conflicts arise as laws and viewpoints on gambling clash between countries ............... 31 7.1. European, American, or Asian companies providing games for a global market .... 31 7.2. Different preferences in major markets .................................................................. 32 7.2.1. Europe ........................................................................................................... 32 7.2.2. America ......................................................................................................... 32 7.2.3. Asia ............................................................................................................... 33 8. Conclusion .................................................................................................................. 33 9. Bibliography ............................................................................................................... 36 9.1. Registry of laws .................................................................................................... 38 iv 1. Introduction This thesis will be exploring the concept of loot boxes, which are a form of microtransaction which in turn is a way for video game companies to monetize their games, and whether loot boxes should be considered a form of gambling based on their functionality as well as their intended target audience. Furthermore, as loot boxes are a prevalent form of microtransaction across the globe, comparisons between countries and even continents will be made. As such, any possible regulations or legislations from these countries will also need to be considered, as they can impact a country’s ability to regulate or set legislations, whether they be in favour of or against loot boxes. Furthermore, the psychological aspect behind loot boxes and their implementation will also be considered, as loot boxes are often targeted at a younger audience who may not fully grasp the relation between making online purchases and money being taken out of a bank account in return, as well as the fact that barriers to entry tend to either be low or non-existent in many cases. The main question the thesis brings forward is whether loot boxes should be considered a form of gambling, which then leads into a multitude of questions regarding regulations, as loot boxes are
Recommended publications
  • Analysis of Global Regulatory Schemes on Chance-Based Microtransactions
    Analysis of Global Regulatory Schemes on Chance-Based Microtransactions ANTHONY WEN - T S U N W O N G I. MICROTRANSACTIONS – A VIDEO GAME MONETIZATION MODEL icrotransactions are financial transactions for a digital good or service. These transactions are often seen in video game monetization models M where consumers purchase a currency or credit to spend on in-game additions. Companies have found innovative ways of introducing microtransactions to monetize games through business models such as free-to- play “freemium” models or by reducing the initial cost of purchasing a game and shifting the cost onto additional features. Other companies introduced microtransactions as a method of obtaining virtual gameplay goods and services. Some products are chance-based where the obtained outcome is randomized according to a table of probabilities. These are often referred to as “gachapon” and “loot boxes.” This paper seeks to examine and compare this chance-based nature, its effectiveness in video game microtransactions and their financial and psychological influences on the consumer to those of traditional gambling games. Furthermore, an analysis of Canadian and foreign legislation will be done to identify downfalls in Canadian legislation, determine necessary reformations to Canadian gaming law, and identify effective methods that will strengthen the regulatory regime. II. CHANCE-BASED MICROTRANSACTIONS A “Gachapon” is a Japanese vending-machine-style capsule toy dispenser; its name being an onomatopoeia of the sound of the hand-crank (“gacha”) and the sound of the capsule landing in the receptacle (“pon”). A consumer would pay the fee, turn the hand-crank, and a capsule containing a prize from a predefined list would be dispensed.
    [Show full text]
  • Ethereum Crypto-Games: Mechanics, Prevalence and Gambling Similarities
    See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/335202888 Ethereum Crypto-Games : Mechanics, Prevalence and Gambling Similarities Conference Paper · October 2019 DOI: 10.1145/3311350.3347178 CITATIONS READS 6 1,512 6 authors, including: Oliver J. Scholten Nathan GJ Hughes The University of York The University of York 10 PUBLICATIONS 7 CITATIONS 2 PUBLICATIONS 6 CITATIONS SEE PROFILE SEE PROFILE Sebastian Deterding Anders Drachen The University of York The University of York 88 PUBLICATIONS 9,049 CITATIONS 177 PUBLICATIONS 3,241 CITATIONS SEE PROFILE SEE PROFILE Some of the authors of this publication are also working on these related projects: Games User Research and Game Analytics View project PAnDA Architecture View project All content following this page was uploaded by Nathan GJ Hughes on 28 October 2019. The user has requested enhancement of the downloaded file. Paper Session 6: Broader Reflections CHI PLAY'19, October 22–25, 2019, Barcelona, Spain Ethereum Crypto-Games: Mechanics, Prevalence and Gambling Similarities Oliver James Scholten Nathan Gerard Jayy Hughes Sebastian Deterding University of York University of York University of York York, UK York, UK York, UK [email protected] [email protected] [email protected] Anders Drachen James Alfred Walker David Zendle University of York University of York York St. John University York, UK York, UK York, UK [email protected] [email protected] [email protected] ABSTRACT of real-money gaming [26] and, due to their chance-based Ethereum crypto-games are a booming and relatively unex- mechanics, of the recent convergence of gaming and gam- plored area of the games industry.
    [Show full text]
  • Exploring Motivations for Virtual Rewards in Online F2P Gacha Games: Considering
    Exploring motivations for virtual rewards in online F2P Gacha games: Considering income level, consumption habits and game settings In Partial Fulfillment of the Requirements for the Bachelor of Science in Global Business by DONG Yulai 1025594 May, 2020 ABSTRACT The objective of this study is to figure out players’ motivation on paying for virtual rewards in online F2P Gacha games. Based on the previous studies and primary survey, this paper will draw a conclusion with a primary survey collection which covered more than 3700 adept Gacha game players. Possible factors including income level, consuming habits and game settings which may be players’ paying motivations are analyzed to weigh their dependency about how they sustain and influence players’ playing and consuming behaviors. The correlation analysis and regression analysis will be used to measure the relationship between these factors and payment for Gacha games. As a result, players’ income level has a significant correlation with their payment in Gacha games while their consuming habits in other virtual goods doesn’t have a significant positive correlation with paying for Gacha games. Keywords: F2P Gacha game; virtual goods; consumer behavior; online payment INTRODUCTION Gacha game is generated from Gashapon, a kind of capsule toy derived from Japanese Bandai company that consumers can get a random one from a sets of given toys in a loot box (Toto, 2012). The system of Gashapon and loot box are applied to the initially Free-to-Play on- line game no matter PC games or mobile games since 2010s. However, the loot box system in these so-called “free-to-play” game lures players to spend a lot on in-game virtual currency for the possibility of getting random virtual rewards such as rare items or game characters (Nieborg, 2016).
    [Show full text]
  • Exploring the Game-Of-Chance Elements in F2P Mobile Games - Insights of Player's Emotions from Qualitative Analysis
    【Paper】 Exploring the game-of-chance elements in F2P mobile games - Insights of player's emotions from qualitative analysis - フリーミアム型モバイル・ゲームの確率変動要素の考察 ―定性分析によるユーザーの感情に着目して― Koeder, Marco Tanaka, Ema Mitomo, Hitoshi Graduate Student, GSAPS, Waseda University Visiting Associate Professor Professor, Waseda University Free-to-play (F2P) mobile games are based on a business model which allows the majority of players to play the game for free while only a small percentage (2-5%) is actually paying for the game (mostly through the purchase of virtual in-game items). Monetization is done through so called micro-transactions within the game where players can acquire virtual items and tools. To grow revenue and profit, game makers must motivate the limited amount of paying players to purchase more or to convert non- payers into payer. This is done by combining an attractive game-play with settings/elements that entice players to make in-game purchases. Especially, the above monetization mechanism could be boosted by the introduction of“game-of-chance” elements, or Gacha in F2P mobile games in Japan. Gacha can lead to irrational overspending among some part of paying players since game developers deliberately (mis-)use its mechanics to increase their revenue and profit with these players. This paper first outlines a basic framework of Gacha, its different mechanics and elements as well as its core issues based on literature research and interview research on players and developers. A special focus is on the emotional involvement of paying players and on learning from game developers and game expert about the role of this involvement for revenue generation.
    [Show full text]
  • Loot Boxes.” Loot Boxes Are a Subcategory of in What Amounted to a Pay-To-Win Scheme
    Disclaimer: This article was written and submitted in the author’s personal capacity as a member of the gaming law community. It does not reflect, nor should it be interpreted as reflecting, any regulatory position or policy stance of, or on behalf of, the Nevada Gaming Commission or its individual members. LOOT BOANXD ETHS E QUESTION OF GAMBLING By Elijah Tredup At the ever-increasing intersection of gambling and video consumers felt like a disproportionate time to unlock games, one topic that has stoked impassioned discussion features through regular gameplay, raised complaints that among consumers, video game publishers, lawmakers, and the game was too heavily trying to push loot box purchases 8 regulators are “loot boxes.” Loot boxes are a subcategory of in what amounted to a pay-to-win scheme. While initial the microtransaction monetization model used by video consumer backlash was centered on perceived price gouging game developers—a microtransaction generally being of customers, it also cast increased scrutiny on the loot box categorized as an in-game purchase made after the initial mechanic itself, its perceived similarities to gambling, and 1 purchase or download of the video game. the inclusion of a potentially unregulated gambling product 9 in games with large audiences of minors. Loot boxes follow a fairly standard formula across different games. Players either earn the loot box through game play, or With how relatively new the scrutiny of loot boxes as a 2 to save time and effort they can also purchase it with money. gambling product is, it can be easy for many, especially The contents of the loot box are typically determined by those removed from the video game community, to attempt some form of random number generator, and are revealed in to categorically declare loot boxes as either gambling or not a carefully choreographed display of animation, lights, gambling.
    [Show full text]
  • Lootboxes" in Digital Games - a Gamble with Consumers in Need of Regulation? an Evaluation Based on Learnings from Japan
    A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Koeder, Marco Josef; Tanaka, Ema; Mitomo, Hitoshi Conference Paper "Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan 22nd Biennial Conference of the International Telecommunications Society (ITS): "Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea, 24th-27th June, 2018 Provided in Cooperation with: International Telecommunications Society (ITS) Suggested Citation: Koeder, Marco Josef; Tanaka, Ema; Mitomo, Hitoshi (2018) : "Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan, 22nd Biennial Conference of the International Telecommunications Society (ITS): "Beyond the Boundaries: Challenges for Business, Policy and Society", Seoul, Korea, 24th-27th June, 2018, International Telecommunications Society (ITS), Calgary This Version is available at: http://hdl.handle.net/10419/190385 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen die in der dort Content Licence (especially Creative Commons Licences), you genannten Lizenz gewährten Nutzungsrechte.
    [Show full text]
  • JAM-BOX Retro PACK 16GB AMSTRAD
    JAM-BOX retro PACK 16GB BMX Simulator (UK) (1987).zip BMX Simulator 2 (UK) (19xx).zip Baby Jo Going Home (UK) (1991).zip Bad Dudes Vs Dragon Ninja (UK) (1988).zip Barbarian 1 (UK) (1987).zip Barbarian 2 (UK) (1989).zip Bards Tale (UK) (1988) (Disk 1 of 2).zip Barry McGuigans Boxing (UK) (1985).zip Batman (UK) (1986).zip Batman - The Movie (UK) (1989).zip Beachhead (UK) (1985).zip Bedlam (UK) (1988).zip Beyond the Ice Palace (UK) (1988).zip Blagger (UK) (1985).zip Blasteroids (UK) (1989).zip Bloodwych (UK) (1990).zip Bomb Jack (UK) (1986).zip Bomb Jack 2 (UK) (1987).zip AMSTRAD CPC Bonanza Bros (UK) (1991).zip 180 Darts (UK) (1986).zip Booty (UK) (1986).zip 1942 (UK) (1986).zip Bravestarr (UK) (1987).zip 1943 (UK) (1988).zip Breakthru (UK) (1986).zip 3D Boxing (UK) (1985).zip Bride of Frankenstein (UK) (1987).zip 3D Grand Prix (UK) (1985).zip Bruce Lee (UK) (1984).zip 3D Star Fighter (UK) (1987).zip Bubble Bobble (UK) (1987).zip 3D Stunt Rider (UK) (1985).zip Buffalo Bills Wild West Show (UK) (1989).zip Ace (UK) (1987).zip Buggy Boy (UK) (1987).zip Ace 2 (UK) (1987).zip Cabal (UK) (1989).zip Ace of Aces (UK) (1985).zip Carlos Sainz (S) (1990).zip Advanced OCP Art Studio V2.4 (UK) (1986).zip Cauldron (UK) (1985).zip Advanced Pinball Simulator (UK) (1988).zip Cauldron 2 (S) (1986).zip Advanced Tactical Fighter (UK) (1986).zip Championship Sprint (UK) (1986).zip After the War (S) (1989).zip Chase HQ (UK) (1989).zip Afterburner (UK) (1988).zip Chessmaster 2000 (UK) (1990).zip Airwolf (UK) (1985).zip Chevy Chase (UK) (1991).zip Airwolf 2 (UK)
    [Show full text]
  • BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019
    BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes: 1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book. 1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business
    [Show full text]
  • TITLES = (Language: EN Version: 20101018083045
    TITLES = http://wiitdb.com (language: EN version: 20101018083045) 010E01 = Wii Backup Disc DCHJAF = We Cheer: Ohasta Produce ! Gentei Collabo Game Disc DHHJ8J = Hirano Aya Premium Movie Disc from Suzumiya Haruhi no Gekidou DHKE18 = Help Wanted: 50 Wacky Jobs (DEMO) DMHE08 = Monster Hunter Tri Demo DMHJ08 = Monster Hunter Tri (Demo) DQAJK2 = Aquarius Baseball DSFE7U = Muramasa: The Demon Blade (Demo) DZDE01 = The Legend of Zelda: Twilight Princess (E3 2006 Demo) R23E52 = Barbie and the Three Musketeers R23P52 = Barbie and the Three Musketeers R24J01 = ChibiRobo! R25EWR = LEGO Harry Potter: Years 14 R25PWR = LEGO Harry Potter: Years 14 R26E5G = Data East Arcade Classics R27E54 = Dora Saves the Crystal Kingdom R27X54 = Dora Saves The Crystal Kingdom R29E52 = NPPL Championship Paintball 2009 R29P52 = Millennium Series Championship Paintball 2009 R2AE7D = Ice Age 2: The Meltdown R2AP7D = Ice Age 2: The Meltdown R2AX7D = Ice Age 2: The Meltdown R2DEEB = Dokapon Kingdom R2DJEP = Dokapon Kingdom For Wii R2DPAP = Dokapon Kingdom R2DPJW = Dokapon Kingdom R2EJ99 = Fish Eyes Wii R2FE5G = Freddi Fish: Kelp Seed Mystery R2FP70 = Freddi Fish: Kelp Seed Mystery R2GEXJ = Fragile Dreams: Farewell Ruins of the Moon R2GJAF = Fragile: Sayonara Tsuki no Haikyo R2GP99 = Fragile Dreams: Farewell Ruins of the Moon R2HE41 = Petz Horse Club R2IE69 = Madden NFL 10 R2IP69 = Madden NFL 10 R2JJAF = Taiko no Tatsujin Wii R2KE54 = Don King Boxing R2KP54 = Don King Boxing R2LJMS = Hula Wii: Hura de Hajimeru Bi to Kenkou!! R2ME20 = M&M's Adventure R2NE69 = NASCAR Kart Racing
    [Show full text]
  • Bandai Wonderswan
    Bandai WonderSwan Last Updated on September 29, 2021 Title Publisher Qty Box Man Comments Anchor Field Z Sammy Armored Unit Sammy Bakuso Dekotora Densetsu Human beatmania for Wonderswan Konami Bistro Recipe Banpresto Buffers Evolution Bandai Card Captor Sakura: Sakura to Fushigi na Clow Card Bandai Chaos Gear Bandai Chocobo's Mysterious Dungeon Square/Bandai Chou-Denki Card Battle: Kappa Games Kobunsha Chouaniki: Otoko no Tamafuda Bandai Clock Tower Naxat Crazy Climber Nichibutsu D's Garage 21: Taneomaku Tori Bandai Densha de Go Bandai Densha de Go! Bandai Densha de Go! 2 Bandai Digimon Adventure 02: Tag Tamers Bandai Digimon Adventure: Anode Tamer Bandai Digimon Adventure: Cathode Trainer Bandai Digimon: Digital Partner Bandai Digital Monster Ver. WonderSwan Bandai Dokodemo Hamster INTERBEC Engacho! NAC Fever Sankyo Koushiki Pachinko Simulation BEC Final Lap 2000 Bandai Fire Pro Wrestling Kaga Tech Fishing Freaks: Bass Rise BEC From TV Animation One Piece: Mezase Kaizokuou! Bandai Ganso Jajamaru-kun Jaleco Glocal Hexcite Success Gomoku Narabe & Reversi Touryuumon Sammy Gorakuoh Tango! Mebius Gunpey Bandai Hanafuda Shiyouyo Success Harobots Sunrise Interactive Hataraku Chocobo Squaresoft Hunter X Hunter: Ishi o Tsugu Mono Bandai Keiba Yosou Shien Soft - Yosou Shinkaron Media Entertainment Kiss Yori... Seaside Seranade Kid Klonoa: Moonlight Museum Namco Kosodate Quiz Dokodemo My Angel Bandai Langrisser Millennium WS: The Last Century Bandai Last Stand Bandai Lode Runner Banpresto Macross: True Love Song Lay-Up (Upstar) Magical Drop Data East Mahjong Touryuumon Sammy Makaimura for WonderSwan Bandai Medarot: Perfect Edition Imagineer Meitantei Conan: Majutsushi no Chousenjou Bandai Meitantei Conan: Nishi no Meitantei Saidai no Kiki!? Bandai Meta Communication Therapy: Nee Kiite! Media Entertainment Mingle Magnet HAL Laboratory This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database.
    [Show full text]
  • Fogyasztóvédelem Sajtószemle
    Fogyasztóvédő Alapítvány - FVA 23 éve a Fogyasztókért Fogyasztóvédő Alapítvány Heti sajtószemle 2020. 30. hét Feloldotta a Nébih a baromfizárlatot ÁLLATEGÉSZSÉGÜGY Az országos főállatorvos július 15-én visszavonta a madárinfluenza miatt elrendelt, a baromfik zártan tartására vonatkozó előírást, azonban a zártan etetés és itatás a jövőben is kötelező - közölte a Nemzeti Élelmiszerlánc-biztonsági Hivatal (Nébih). A hivatal hangsúlyozta: fontos, hogy az állattartók betartsák a járványvédelmi minimumfeltételeket is. A könnyítésre azután kerülhetett sor, hogy a Nébih laboratóriuma június 5-e óta nem mutatott ki újabb fertőzést sem házi, sem vadon élő, sem pedig fogságban tartott madarakban. Ám a vándormadarak vonulása miatt a vírus továbbra is veszélyt jelent a baromfiállományokra. MW Eredeti (24 Óra, 2020. július 20., hétfő, 7. oldal) Bővítette fogyasztóvédelmi ajánlásait az MNB - az ügyfelet nem érheti hátrány Az elektronikus kommunikációval és szerződéskötéssel, illetve a határon átnyúló szolgáltatókkal kapcsolatos elvárásokkal egészült ki a Magyar Nemzeti Bank fogyasztóvédelmi ajánlása, amelynek címzettjei a pénzügyi szervezetek. A csomag irányt mutat az örökösök és a pénzügyi szervezetek együttműködésére és a szerződéses feltételek megismertetésének ösztönzésére is. A jegybank tisztességes szerződési feltételeket, s az ügyfelekkel folytatott kommunikáció során együttműködést, átláthatóságot, a szolgáltatások összehasonlíthatóságát várja el a piaci szereplőktől, különösképpen a költségek, díjak terén. Jó gyakorlatnak tekinti, hogy a pénzügyi szervezetek áttérnek az elektronikus szolgáltatásra, illetve, hogy ennek során digitálisan elérhetővé teszik a szerződési feltételeket. | VG Eredeti (Világgazdaság, 2020. július 20., hétfő, 4. oldal) 2,2 millió forintra büntették Berki Renátát, mert nem jelölte reklámposztjainál, hogy azok reklámok A Gazdasági Versenyhivatal (GVH) vizsgálata alapján Berki Renáta anélkül reklámozta egy kereskedő cég óráit a közösségi oldalán, hogy megjelölte volna a posztok fizetett jellegét.
    [Show full text]
  • A Comparative Perspective on Loot Boxes and Gambling
    Minnesota Journal of Law, Science & Technology Volume 20 Issue 1 Article 5 3-7-2019 Precious and Worthless: A Comparative Perspective on Loot Boxes and Gambling Andrew Vahid Moshirnia Chicago-Kent College of Law Follow this and additional works at: https://scholarship.law.umn.edu/mjlst Part of the Entertainment, Arts, and Sports Law Commons, Gaming Law Commons, and the Science and Technology Law Commons Recommended Citation Andrew V. Moshirnia, Precious and Worthless: A Comparative Perspective on Loot Boxes and Gambling, 20 MINN. J.L. SCI. & TECH. 77 (2018). Available at: https://scholarship.law.umn.edu/mjlst/vol20/iss1/5 The Minnesota Journal of Law, Science & Technology is published by the University of Minnesota Libraries Publishing. Precious and Worthless: A Comparative Perspective on Loot Boxes and Gambling Andrew V. Moshirnia* Abstract 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. This feature provides revenue for game developers and allows users to acquire items that would otherwise require hours of gameplay. But loot boxes threaten to degrade game design and foist addictive mechanics on vulnerable users. 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. This problem is especially acute in underage consumers who spend thousands of dollars to gain a desired item. Governments are aware of this disturbing trend and are attempting to regulate or outright ban the practice.
    [Show full text]