How Video Games Expose Children to 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, -
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. -
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 -
DISTRIBUTING PRODUCTIVE PLAY: a MATERIALIST ANALYSIS of STEAM Daniel Joseph Doctor of Philosophy Ryerson University, 2017
DISTRIBUTING PRODUCTIVE PLAY: A MATERIALIST ANALYSIS OF STEAM by Daniel Joseph Master of Arts, Ryerson University and York University, Toronto, Ontario 2011 Bachelor of Arts, Wilfrid Laurier University, Waterloo, Ontario, 2009 A dissertation presented to Ryerson University and York University in partial fulfillment for the degree of Doctor of Philosophy in the program of Communication and Culture Toronto, Ontario, Canada, 2017 © Daniel Joseph, 2017 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A DISSERTATION I hereby declare that I am the sole author of this dissertation. This is a true copy of the dissertation, including any required final revisions, as accepted by my examiners. I authorize Ryerson University to lend this dissertation to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this dissertation by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my dissertation may be made electronically available to the public. ii Abstract DISTRIBUTING PRODUCTIVE PLAY: A MATERIALIST ANALYSIS OF STEAM Daniel Joseph Doctor of Philosophy Ryerson University, 2017 Valve Corporation’s digital game distribution platform, Steam, is the largest distributor of games on personal computers, analyzed here as a site where control over the production, design and use of digital games is established. Steam creates and exercises processes and techniques such as monopolization and enclosure over creative products, online labour, and exchange among game designers. Stuart Hall’s encoding/decoding framework places communication at the centre of the political economy, here of digital commodities distributed and produced by online platforms like Steam. -
How Disney's Abc Avoided Reporting Electronic Arts Star Wars Game Micro
University of Windsor Scholarship at UWindsor Major Papers Theses, Dissertations, and Major Papers 2018 HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS Rohan Khanna University of Windsor, [email protected] Follow this and additional works at: https://scholar.uwindsor.ca/major-papers Part of the Communication Commons, and the Models and Methods Commons Recommended Citation Khanna, Rohan, "HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO- TRANSACTIONS" (2018). Major Papers. 41. https://scholar.uwindsor.ca/major-papers/41 This Major Research Paper is brought to you for free and open access by the Theses, Dissertations, and Major Papers at Scholarship at UWindsor. It has been accepted for inclusion in Major Papers by an authorized administrator of Scholarship at UWindsor. For more information, please contact [email protected]. HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS by Rohan Khanna A Major Research Paper Submitted to the Faculty of Graduate Studies through Communication and Social Justice in Partial Fulfillment of the Requirements for the Degree of Master of Arts at the University of Windsor Windsor, Ontario, Canada 2018 © 2018 Rohan Khanna HOW DISNEY’S ABC AVOIDED REPORTING ELECTRONIC ARTS STAR WARS GAME MICRO-TRANSACTIONS by Rohan Khanna APPROVED BY: ———————————————— V. Manzerolle Communication, Media, and Film ———————————————— J. P. Winter, Advisor Communication, Media, and Film May 10, 2018 iii AUTHOR’S DECLARATION OF ORIGINALITY I hereby certify that I am the sole author of this MRP and that no part of this Major paper has been published or submitted for publication. -
A Brief History of Esports Betting and Skin Gambling
A brief history of esports betting and skin gambling What this article is about Electronic sports (esports) are competitive video Why is this article important? game matches. Esports are like professional sports. This article reviews and summarizes current The matches take place between skilled players or knowledge on electronic sports (esports) and skin teams. They can be viewed online or in-person with betting. The research highlights the increasing large audiences. Esports are organized events and its popularity of these newer forms of gambling. It athletes can take on celebrity status. shows that young males are more likely to engage Esports has existed since the 1980s. It has grown in esports and skin betting. Young people are also exponentially since 2011 with the launch of Twitch. exposed to advertisements for these activities. Twitch is a live-streaming platform for esports. In Esports and skin gambling may increase problem 2019, there were 454 million viewers and esports gambling. This article highlights the changes in made a total of $1.1 billion. Individuals who watch esports and skin gambling market. It also discusses esports tend to be younger and male. industry and government responses to concerns about these activities, particularly related to Today, many sports betting companies allow people underage gambling. to bet on esports. Also, people can gamble on esports through unregulated sites using skins. Skins are virtual search covered papers published in English from 2000 video game items. They are purely cosmetic and do to March 2019. not provide in-game advantages. Skins are collectible The authors found 10 journal articles and 10 and range from common to rare. -
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. -
How Do Loot Boxes Make Money? an Analysis of a Very Large Dataset of Real Chinese CSGO Loot Box Openings
How do loot boxes make money? An analysis of a very large dataset of real Chinese CSGO loot box openings David Zendle, University of York* Elena Petrovskaya, University of York Heather Wardle, University of Glasgow *corresponding author: [email protected] Abstract Loot boxes are a form of video game monetisation that shares formal similarities with gambling. There are concerns that loot box revenues are disproportionately drawn from a small percentage of heavily-involved individuals, as is the case with gambling, leading to the potential for financial harm. In this paper we analyse a dataset of 1,469,913 loot box purchases from 386,269 separate Chinese users of the game Counter-Strike: Global Offensive. The Gini coefficient was used to measure the distribution of spending, and how much spending was concentrated within top percentiles. It estimated the concentration of spending amongst loot box openers as lower than observed elsewhere amongst gamblers (95CI: 63.76% - 64.26%). However, the majority of loot box revenue is drawn from the top 10% of players, with 1% alone responsible for 26.33% of all revenue. Overall, this research provides a crucial first step in understanding the financial consequences of loot box monetisation. Introduction Loot boxes are items in video games that may be purchased for real-world money, but which contains randomised contents of uncertain value. Loot boxes are extraordinarily widespread in video games: The majority of top-grossing mobile games contain loot boxes, and the majority of play sessions on desktop take place in a game that features loot boxes1,2.