Lootboxes" in Digital Games - a Gamble with Consumers in Need of Regulation? an Evaluation Based on Learnings from Japan
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Different PEGI Age Labels and Their Effect on Aggressive Affect, Aggressive Cognition and Arousal
Different PEGI age labels and their effect on aggressive affect, aggressive cognition and arousal David van Duuren 0056316 Masterthesis C&M Eerste begeleider: Dr. Ard Heuvelman Tweede begeleider: Maurice Tan, Msc 1 Abstract This study investigated the effects of three different Pan European Game Information (PEGI) age labels on aggression. These three different age labels, 3+, 12+ and 18+, were a reflection of three different degrees of violence. Based on the General Aggression Model (GAM), aggressive affect, aggressive cognition and arousal were measured by means of an experiment. The results show that aggressive affect increased after playing 18+ labeled video games, which was in line with the GAM. Aggressive cognition decreased after playing 18+ labeled video games, which contradicted the GAM. For arousal, no effect was found. However, the arousal measurement turned out not to be a valid reflection of arousal in the GAM. Since no comparison between PEGI and other video game content rating systems has taken place and since there is uncertainty about the effect of violent video games on aggressive behavior in general, it is not possible to draw any conclusions about the academic value of PEGI. 2 Introduction The video game industry is a large industry, and growing. Having its origins in the 70s, video games at that time were very primitive compared to current standards. Hand in hand with technological innovations since that period, video games have become more and more realistic. Realism in video games can manifest itself in different ways: graphical improvement is an important one. In the beginning, video games were nothing more than a number of geometrical shapes, nowadays they are a clear resemblance of the real world. -
Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
Computer Gaming World Issue
I - Vol. 3 No. 4 Jul.-Aug. - 1983 FEATURES SUSPENDED 10 The Cryogenic Nightmare David P. Stone M.U.L.E. 12 One of Electronic Arts' New Releases Edward Curtis BATTLE FOR NORMANDY 14 Strategy and Tactics Jay Selover SCORPION'S TALE 16 Adventure Game Hints and Tips Scorpia COSMIC BALANCE CONTEST WINNER 17 Results of the Ship Design Contest KNIGHTS OF THE DESERT 18 Review Gleason & Curtis GALACTIC ADVENTURES 20 Review & Hints David Long COMPUTER GOLF! 29 Four Games Reviewed Stanley Greenlaw BOMB ALLEY 35 Review Richard Charles Karr THE COMMODORE KEY 42 A New Column Wilson & Curtis Departments Inside the Industry 4 Hobby and Industry News 5 Taking a Peek 6 Tele-Gaming 22 Real World Gaming 24 Atari Arena 28 Name of the Game 38 Silicon Cerebrum 39 The Learning Game 41 Micro-Reviews 43 Reader Input Device 51 Game Ratings 52 Game Playing Aids from Computer Gaming World COSMIC BALANCE SHIPYARD DISK Contains over 20 ships that competed in the CGW COSMIC BALANCE SHIP DESIGN CONTEST. Included are Avenger, the tournament winner; Blaze, Mongoose, and MKVP6, the judge's ships. These ships are ideal for the gamer who cannot find enough competition or wants to study the ship designs of other gamers around the country. SSI's The Cosmic Balance is required to use the shipyard disk. PLEASE SPECIFY APPLE OR ATARI VERSION WHEN ORDERING. $15.00 ROBOTWAR TOURNAMENT DISK CGW's Robotwar Diskette contains the source code for the entrants to the Second Annual CGW Robotwar Tournament (with the exception of NordenB) including the winner, DRAGON. -
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. -
Questbusters™ Award -- the Earthquakes, Heat Waves and Other Fu Fighters to Precisely Animate Their Golden Parser, the Crowther, the Disasters Devastate Khantun
QUfST1'USTfRS™ The Adventurer's Newsl'etter Vol. 111, # 2 February, 1986 Did you waltz through Wishbringer ducks out the door as you scramble and sail through A . Mind Fore·'i!.er off the stage -- only you can stop the Voyaging? Or maybe you're one of evil force that is interfering with the the hard-core adventurers who magic upon which your civilization's passed them by completely because survival hinges. they didn't offer the nlliidgrinding If only you could get out of this challen~s,.y(m finally solved in the place, which proves to be the first Zork series? Then the final problem, one that reminded me of installment in the Enchanter trilogy Sorcerer's first stage. Oh, you can was designed with you in mind. bound right out the door, but Spellbreaker is full of ingeniously the beer tastes like grues have been traveling further than the courtyard constructed puzzles that are hard bathing in it -- and that without will take more than putting one foot enough to reduce even Mr. Spock's proper magic there won't be any in front of the other. You might logical mind to a pathetic pile of more Miller Time in the Great consult the spell book, which burned-out synapses. Underground Empire -- the gravity of contains the frotz, gnusto, rezrov, It begins at a clamorous meeting in the situation sinks in. and other familiar spells as well as the . Enchanters Guild Hall at But before everyone rushes out to some new ones. Jindak will detect B orphee, a meeting atten ded by the bar to finish off the last keg, the presence of magic, while blorple guildmasters from across the land. -
05-15-14 Karlsen Digra Proofread
Analysing the history of game controversies Faltin Karlsen Norwegian School of Information Technology Schweigaardsgate 14 N-0185 +47 90 73 70 88 [email protected] ABSTRACT The aim of this paper is to discuss some of the controversies that have surrounded digital games. Within media studies, such controversies are often referred to as moral panics or media panics. They are understood as cyclical events that arise when new media or media phenomena are introduced into society. The paper’s point of departure is the controversy that erupted after the launch of Death Race in 1976, which initiated the first world- spanning debate concerning digital games and violence. Similar debates followed the launch of games like Doom and Mortal Kombat. More recent controversies about game violence have erupted specifically in the wake of school shootings. My analysis shows that, while these debates certainly share similarities, they also undergo important transformations over time. Via a historical perspective, I will demonstrate the importance of these changes to our understanding of the status of digital games in society. Keywords moral panic, media panic, game violence, media regulation, media history INTRODUCTION The concept of media panic is often invoked when public controversies arise around digital games or other media. A media panic is a heated public debate that is most often ignited when a new medium enters society. Concern is usually expressed on behalf of children or youth, and the medium is described as seductive, psychologically harmful, or immoral (Drotner 1999). While media panics tend to revolve around new media, slightly older media, like newspapers and television, are where these concerns are expressed. -
Regulating Violence in Video Games: Virtually Everything
Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United -
Virtual Pacifism 1
Virtual Pacifism 1 SCREEN PEACE: HOW VIRTUAL PACIFISM AND VIRTUAL NONVIOLENCE CAN IMPACT PEACE EDUCATION A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF TELECOMMUNICATIONS BY JULIA E. LARGENT DR. ASHLEY DONNELLY – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA JULY 2013 Virtual Pacifism 2 Table of Contents Title Page 1 Table of Contents 2 Acknowledgement 3 Abstract 4 Foreword 5 Chapter One: Introduction and Justification 8 Chapter Two: Literature Review 24 Chapter Three: Approach and Gathering of Research 37 Chapter Four: Discussion 45 Chapter Five: Limitations and a Call for Further Research 57 References 61 Appendix A: Video Games and Violence Throughout History 68 Appendix B: Daniel Mullin’s YouTube Videos 74 Appendix C: Juvenile Delinquency between 1965 and 1996 75 Virtual Pacifism 3 Acknowledgement I would like to thank my committee members, Dr. Ashley Donnelly, Professor Nancy Carlson, and Dr. Paul Gestwicki, for countless hours of revision and guidance. I also would like to thank my friends and family who probably grew tired of hearing about video games and pacifism. Lastly, I would like to thank those nonviolent players who inspired this thesis. Without these individuals playing and posting information online, this thesis would not have been possible. Virtual Pacifism 4 Abstract Thesis: Screen Peace: How Virtual Pacifism and Virtual Nonviolence Can Impact Peace Education Student: Julia E. Largent Degree: Master of Arts College: Communication, Information, and Media Date: July 2013 Pages: 76 The following thesis discusses how virtual pacifism can be utilized as a form of activism and discussed within peace education with individuals of all ages in a society saturated with violent media. -
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. -
Debtbook Diplomacy China’S Strategic Leveraging of Its Newfound Economic Influence and the Consequences for U.S
POLICY ANALYSIS EXERCISE Debtbook Diplomacy China’s Strategic Leveraging of its Newfound Economic Influence and the Consequences for U.S. Foreign Policy Sam Parker Master in Public Policy Candidate, Harvard Kennedy School Gabrielle Chefitz Master in Public Policy Candidate, Harvard Kennedy School PAPER MAY 2018 Belfer Center for Science and International Affairs Harvard Kennedy School 79 JFK Street Cambridge, MA 02138 www.belfercenter.org Statements and views expressed in this report are solely those of the authors and do not imply endorsement by Harvard University, the Harvard Kennedy School, or the Belfer Center for Science and International Affairs. This paper was completed as a Harvard Kennedy School Policy Analysis Exercise, a yearlong project for second-year Master in Public Policy candidates to work with real-world clients in crafting and presenting timely policy recommendations. Design & layout by Andrew Facini Cover photo: Container ships at Yangshan port, Shanghai, March 29, 2018. (AP) Copyright 2018, President and Fellows of Harvard College Printed in the United States of America POLICY ANALYSIS EXERCISE Debtbook Diplomacy China’s Strategic Leveraging of its Newfound Economic Influence and the Consequences for U.S. Foreign Policy Sam Parker Master in Public Policy Candidate, Harvard Kennedy School Gabrielle Chefitz Master in Public Policy Candidate, Harvard Kennedy School PAPER MARCH 2018 About the Authors Sam Parker is a Master in Public Policy candidate at Harvard Kennedy School. Sam previously served as the Special Assistant to the Assistant Secretary for Public Affairs at the Department of Homeland Security. As an academic fellow at U.S. Pacific Command, he wrote a report on anticipating and countering Chinese efforts to displace U.S. -
Twixt Ocean and Pines : the Seaside Resort at Virginia Beach, 1880-1930 Jonathan Mark Souther
University of Richmond UR Scholarship Repository Master's Theses Student Research 5-1996 Twixt ocean and pines : the seaside resort at Virginia Beach, 1880-1930 Jonathan Mark Souther Follow this and additional works at: http://scholarship.richmond.edu/masters-theses Part of the History Commons Recommended Citation Souther, Jonathan Mark, "Twixt ocean and pines : the seaside resort at Virginia Beach, 1880-1930" (1996). Master's Theses. Paper 1037. This Thesis is brought to you for free and open access by the Student Research at UR Scholarship Repository. It has been accepted for inclusion in Master's Theses by an authorized administrator of UR Scholarship Repository. For more information, please contact [email protected]. TWIXT OCEAN AND PINES: THE SEASIDE RESORT AT VIRGINIA BEACH, 1880-1930 Jonathan Mark Souther Master of Arts University of Richmond, 1996 Robert C. Kenzer, Thesis Director This thesis descnbes the first fifty years of the creation of Virginia Beach as a seaside resort. It demonstrates the importance of railroads in promoting the resort and suggests that Virginia Beach followed a similar developmental pattern to that of other ocean resorts, particularly those ofthe famous New Jersey shore. Virginia Beach, plagued by infrastructure deficiencies and overshadowed by nearby Ocean View, did not stabilize until its promoters shifted their attention from wealthy northerners to Tidewater area residents. After experiencing difficulties exacerbated by the Panic of 1893, the burning of its premier hotel in 1907, and the hesitation bred by the Spanish American War and World War I, Virginia Beach enjoyed robust growth during the 1920s. While Virginia Beach is often perceived as a post- World War II community, this thesis argues that its prewar foundation was critical to its subsequent rise to become the largest city in Virginia. -
Ah-88Catalog-Alt
GAMES and PARTS PRICE LIST EFFECTIVE OCTOBER 26, 1988 ICHARGE' Ordering Information 2 ~®;: Role-Playlng Games 1~ 3 -M.-. Fantasy and Science Fiction Games I 3 .-I ff.i I . Mllltary Slmulatlons ~ 4 k-r.· \ .. 7 Strategy /Wargames I 5 (~[~i\l\ri The General Magazine I 7 tt1IJ. Miscellaneous Merchandise I ~ 8 ~-.....Leisure Tlme/Famlly Games I 8 ~ General Interest Games ~ 9 JC. Jigsaw Puzzles 9 ~XJ Sports Illustrated Games 1~9 Lh Discontinued Software micl"ocomputel" ~cmes 1 o Microcomputer Games micl"ocomputel" ~cmes 11 ~ Discontinued Parts List I 12 ~. How to Compute Shipping 16 Telephone Ordering/Customer Services 16 1989 AVALON HILL CHAMPIONSHIP CONVENTION •The national championships for numerous Avalon Hill games will be held sometime in 1989 somewhere in the Baltimore, MD region. If you would like to be kept informed of the games being offered in these national tournaments, send a stamped, self-addressed envelope to: AH Championships, 4517 Harford Rd., Baltimore, MD 21214. We will notify you of the time, place and games involved when details are finalized. For Credit Card Orders Call TOLL FREE 1·800·638·9292 Numbered circles represent wargame complexity rating on a scale of 1 to 10: 10 being the most complex. ---ROLE PLAYING GAMES THIS IS a complete listing of all current and discon HOW TO COMPUTE SHIPPING: tinued games and their parts listed in group classifica BILLAPPLELANE 10.00 See the last page of this booklet. RUNEOUEST-A Game of Action*, Imagination&VlLOI v.~~....~ ·: tions. Parts which are shaded do not come with the IN A RUSH? We can cut the red tape and handle your and Adventure SNAKEPIPE HOLLOW 10.00 (/!?!! game.