A Comparative Perspective on Loot Boxes and Gambling
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Skin Gambling
UNDERSTANDING SKIN GAMBLING A guide to what skin gambling is, how it works, the demand for skin gambling, recent controversy, the legal issues, and the key takeaways for the regulated gambling industry. CHRIS GROVE 2016 Partner, Narus Advisors Thanks to increasing coverage from the mainstream media and a recent rash of controversies, skin betting - online wagering conducted in digital items instead of money - has become a topic of interest to many in the gambling industry . This white paper provides a concise but comprehensive education on the fundamentals of skin betting, the size and nature of the market for skin betting, the legal landscape, and some key takeaways for commercial gambling stakeholders . TABLE OF CONTENTS OVERVIEW 1 What are skins? . .2 How do players acquire skins? . 2. How do people bet skins? . .2 How large is the market for skin betting? . .3 SKIN BETTING: INDUSTRY TIMELINE 4 Introduction and growth . 4. Recent controversy . .4 SKIN GAMBLING AND THE LAW 5 KEY TAKEAWAYS FOR THE COMMERCIAL GAMBLING INDUSTRY 6 Strong demand for gambling exists among esports fans . .6 That demand may not be obvious through the prism of traditional gambling . 6. Focus on speed, simplicity, social (and skins) . .6 APPENDIX A 7 APPENDIX B 7 AN IMPORTANT NOTE As we prepare to publish this paper (July 2016), the skin gambling industry is facing an existential threat from game developer Valve. The game developer is seeking to shut down skin betting sites, a move that appears to be meeting at least some resistance from the sites. We believe that even if Valve is successful in largely eradicating skin gambling, the product still deserves careful attention as a possible template for a new class of gambling products that will prove popular with esports fans and the new generation of gamblers they represent. -
What the Skin Betting Lawsuits Could Mean for Social Gaming
Law and Legislation GETTING REAL: WHAT THE SKIN BETTING LAWSUITS COULD MEAN FOR SOCIAL GAMING Faced with several lawsuits, CS:GO developer Valve has acted decisively to The plaintiff claimed the casino element of stop third-party sites offering skin betting, but if the courts now hold that skins Game of War was illegal gambling. The court have “real-world” value, the entire skins system—and all similar gaming— disagreed and held that the game itself was could be at risk, writes Jessica A. Feil of Ifrah Law. not a gambling “machine” as defined in the state statutes. While the holding focused on eSports is the new, burgeoning, competitive The social gaming cases and the physical mechanics of the game, the tone video game industry. Starting with popular virtual prizes of the opinion stressed the difference between video games for home play, now there are In four recent social gaming cases, plaintiffs real-world and virtual goods. According to international tournaments and professional sued various mobile social game creators for the court, the virtual goods have no real value leagues organized around the games. But losses due to alleged illegal gambling. Yet, in except to enhance gameplay. Further, the with growth comes legal challenges. One all of these cases, the courts have sided with ability to sell the items on an unsanctioned major game creator, Valve Corporation, has the game creators. The grounds for dismissal secondary market did not establish a real- been named as a defendant in three putative in these cases illuminate a similar theme: world value for the virtual items. -
Gambling and Video Games: Are Esports Betting and Skin Gambling Associated with Greater Gambling Involvement and Harm?
RESEARCH REPORT Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm? July 2020 responsiblegambling.vic.gov.au © Victorian Responsible Gambling Foundation, July 2020 This publication is licensed under a Creative Commons Attribution 3.0 Australia licence. The licence does not apply to any images, photographs, branding or logos. This report has been peer reviewed by two independent researchers. For further information on the foundation’s review process of research reports, please see responsiblegambling.vic.gov.au. For information on the Victorian Responsible Gambling Foundation Research Program visit responsiblegambling.vic.gov.au. Disclaimer The opinions, findings and proposals contained in this report represent the views of the authors and do not necessarily represent the attitudes or opinions of the Victorian Responsible Gambling Foundation or the State of Victoria. No warranty is given as to the accuracy of the information. The Victorian Responsible Gambling Foundation specifically excludes any liability for any error or inaccuracy in, or omissions from, this document and any loss or damage that you or any other person may suffer. Conflict of interest declaration The authors declare no conflict of interest in relation to this report or project. To cite this report Greer, N, Rockloff, M, Russell, Alex M. T., 2020, Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm?, Victorian Responsible Gambling Foundation, -
Full Version
Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
THANKSGIVING and BLACK FRIDAY STORE HOURS --->> ---> ---> Always Do a Price Comparison on Amazon Here Store Price Notes
THANKSGIVING AND BLACK FRIDAY STORE HOURS --->> ---> ---> Always do a price comparison on Amazon Here Store Price Notes KOHL's Coupon Codes: $15SAVEBIG15 Kohl's Cash 15% for everyoff through $50 spent 11/24 through 11/25 Electronics Store Thanksgiving Day Store HoursBlack Friday Store Hours Confirmed DVD PLAYERS AAFES Closed 4:00 AM Projected RCA 10" Dual Screen Portable DVD Player Walmart $59.00 Ace Hardware Open Open Confirmed Sylvania 7" Dual-Screen Portable DVD Player Shopko $49.99 Doorbuster Apple Closed 8 am to 10 pm Projected Babies"R"Us 5 pm to 11 pm on Friday Closes at 11 pm Projected BLU-RAY PLAYERS Barnes & Noble Closed Open Confirmed LG 4K Blu-Ray Disc Player Walmart $99.00 Bass Pro Shops 8 am to 6 pm 5:00 AM Confirmed LG 4K Ultra HD 3D Blu-Ray Player Best Buy $99.99 Deals online 11/24 at 12:01am, Doors open at 5pm; Only at Best Buy Bealls 6 pm to 11 pm 6 am to 10 pm Confirmed LG 4K Ultra-HD Blu-Ray Player - Model UP870 Dell Home & Home Office$109.99 Bed Bath & Beyond Closed 6:00 AM Confirmed Samsung 4K Blu-Ray Player Kohl's $129.99 Shop Doorbusters online at 12:01 a.m. (CT) Thursday 11/23, and in store Thursday at 5 p.m.* + Get $15 in Kohl's Cash for every $50 SpentBelk 4 pm to 1 am Friday 6 am to 10 pm Confirmed Samsung 4K Ultra Blu-Ray Player Shopko $169.99 Doorbuster Best Buy 5:00 PM 8:00 AM Confirmed Samsung Blu-Ray Player with Built-In WiFi BJ's $44.99 Save 11/17-11/27 Big Lots 7 am to 12 am (midnight) 6:00 AM Confirmed Samsung Streaming 3K Ultra HD Wired Blu-Ray Player Best Buy $127.99 BJ's Wholesale Club Closed 7 am -
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Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 1 of 24 Page ID #:1 1 Pierce Bainbridge Beck Price & Hecht LLP John M. Pierce (SBN 250443) 2 [email protected] 3 Carolynn Kyungwon Beck (SBN 264703) [email protected] 4 Daniel Dubin (SBN 313235) 5 [email protected] 600 Wilshire Boulevard, Suite 500 6 Los Angeles, California 90017-3212 7 (213) 262-9333 8 Attorneys for 9 Plaintiff Alfonso Ribeiro 10 THE UNITED STATES DISTRICT COURT 11 FOR THE CENTRAL DISTRICT OF CALIFORNIA 12 Alfonso Ribeiro, an Case No. 2:18-cv-10417 13 individual, 14 Complaint for: Plaintiff, 15 1. Direct Infringement of v. 16 Copyright; 17 Take-Two Interactive 2. Contributory Infringement Software, Inc.; a Delaware of Copyright; 18 corporation; 2K Sports, Inc., a 3. Violation of the Right of 19 Delaware corporation; 2K Publicity under California Games, Inc., a Delaware Common Law; 20 corporation; Visual Concepts 4. Violation of the Right of 21 Entertainment, a California Publicity under Cal. Civ. 22 Corporation; and Does 1 Code § 3344; through 50, inclusive, 5. Unfair Competition under 23 Cal. Bus. & Prof. Code § 24 Defendants. 17200, et seq.; 6. Unfair Competition under 25 15 U.S.C. § 1125(a) 26 Demand for Jury Trial 27 28 Complaint Case 2:18-cv-10417 Document 1 Filed 12/17/18 Page 2 of 24 Page ID #:2 1 Plaintiff Alfonso Ribeiro, aka Ribeiro, (“Plaintiff” or “Ribeiro”), by 2 and through his undersigned counsel, asserts the following claims 3 against Defendants Take-Two Interactive Software, Inc. (“Take-Two”), 4 2K Sports, Inc. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Corporate Social Responsibility in Professional Sports: an Analysis of the NBA, NFL, and MLB
Corporate Social Responsibility in Professional Sports: An Analysis of the NBA, NFL, and MLB Richard A. McGowan, S.J. John F. Mahon Boston College University of Maine Chestnut Hill, MA, USA Orono, Maine, USA [email protected] [email protected] Abstract Corporate Social Responsibility (CSR) is an area of organizational study with the potential to dramatically change lives and improve communities across the globe. CSR is a topic with extensive research in regards to traditional corporations; yet, little has been conducted in relation to the professional sports industry. Although most researchers and professionals have accepted CSR has a necessary component in evaluating a firm‟s performance, there is a great deal of variation in how it should be applied and by whom. Professional sports franchises are particularly interesting, because unlike most corporations, their financial success depends almost entirely on community support for the team. This paper employs a mixed-methods approach for examining CSR through the lens of the professional sports industry. The study explores how three professional sports leagues, the National Basketball Association (NBA), the National Football Association (NFL), and Major League Baseball (MLB), engage in CSR activities and evaluates the factors that influence their involvement. Quantitative statistical analysis will include and qualitative interviews, polls, and surveys are the basis for the conclusions drawn. Some of the hypotheses that will be tested include: Main Research Question/Focus: How do sports franchises -
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. -
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). -
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.