The Failure of the Video Game Industry's Self-Regulation With
Total Page:16
File Type:pdf, Size:1020Kb

Load more
Recommended publications
-
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 -
United States Securities and Exchange Commission Form
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 OR 15(d) of The Securities Exchange Act of 1934 Date of Report (Date of earliest event reported) February 6, 2019 TAKE-TWO INTERACTIVE SOFTWARE, INC. (Exact name of registrant as specified in its charter) Delaware 001-34003 51-0350842 (State or other jurisdiction (Commission (IRS Employer of incorporation) File Number) Identification No.) 110 West 44th Street, New York, New York 10036 (Address of principal executive offices) (Zip Code) Registrant’s telephone number, including area code (646) 536-2842 (Former name or former address, if changed since last report.) Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions (see General Instruction A.2. below): o Written communications pursuant to Rule 425 under the Securities Act (17 CFR 230.425) o Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) o Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) o Pre-commencement communications pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Indicate by check mark whether the registrant is an emerging growth company as defined in Rule 405 of the Securities Act of 1933 (§230.405 of this chapter) or Rule 12b-2 of the Securities Exchange Act of 1934 (§240.12b-2 of this chapter). Emerging growth company o If an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for complying with any new or revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. -
Activate Technology & Media Outlook 2021
October 2020 ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. Video: By 2024, nearly all American households will have a Connected TV. The average paid video streaming subscriber will own 5.7 subscriptions, while also watching other services for free (e.g. sharing passwords, using advertising-supported services, viewing social video). eCommerce: The growth curve of eCommerce has accelerated by 5 years in 5 months. Consumers will expand their digital shopping destinations beyond the retailers that they bought from before shelter-in-place. Marketplace platforms and the shift to online grocery buying will level the eCommerce playing field for large traditional retailers and brands. Esports: During shelter-in-place, esports were sports for many consumers; going forward, esports will be a major global catalyst for interest in interactive gaming, technology, and entertainment experiences. www.activate.com Continued ➔ 2 12 Takeaways from the Activate Technology & Media Outlook 2021 Sports Tech and Sports: New technologies will reshape every aspect of sports, including data, athlete performance, and viewing experiences. -
Video Game Collection MS 17 00 Game This Collection Includes Early Game Systems and Games As Well As Computer Games
Finding Aid Report Video Game Collection MS 17_00 Game This collection includes early game systems and games as well as computer games. Many of these materials were given to the WPI Archives in 2005 and 2006, around the time Gordon Library hosted a Video Game traveling exhibit from Stanford University. As well as MS 17, which is a general video game collection, there are other game collections in the Archives, with other MS numbers. Container List Container Folder Date Title None Series I - Atari Systems & Games MS 17_01 Game This collection includes video game systems, related equipment, and video games. The following games do not work, per IQP group 2009-2010: Asteroids (1 of 2), Battlezone, Berzerk, Big Bird's Egg Catch, Chopper Command, Frogger, Laser Blast, Maze Craze, Missile Command, RealSports Football, Seaquest, Stampede, Video Olympics Container List Container Folder Date Title Box 1 Atari Video Game Console & Controllers 2 Original Atari Video Game Consoles with 4 of the original joystick controllers Box 2 Atari Electronic Ware This box includes miscellaneous electronic equipment for the Atari videogame system. Includes: 2 Original joystick controllers, 2 TAC-2 Totally Accurate controllers, 1 Red Command controller, Atari 5200 Series Controller, 2 Pong Paddle Controllers, a TV/Antenna Converter, and a power converter. Box 3 Atari Video Games This box includes all Atari video games in the WPI collection: Air Sea Battle, Asteroids (2), Backgammon, Battlezone, Berzerk (2), Big Bird's Egg Catch, Breakout, Casino, Cookie Monster Munch, Chopper Command, Combat, Defender, Donkey Kong, E.T., Frogger, Haunted House, Sneak'n Peek, Surround, Street Racer, Video Chess Box 4 AtariVideo Games This box includes the following videogames for Atari: Word Zapper, Towering Inferno, Football, Stampede, Raiders of the Lost Ark, Ms. -
Violence and Video Games
LESSON PLAN Level: Grades 7-9 About the Author: MediaSmarts Violence and Video Games Overview In this lesson, students explore the issues surrounding violent video games. The lesson begins with a review of the Entertainment Software Rating Board’s rating codes for video and computer games, and a class discussion about the appropriateness of these ratings for children and teens. Using the article “Killer Games” as a starting point, students discuss the elements that contribute to video game violence; at what age young people should be in order to play violent games; and the possible effects of violent video games on young people. As a summative activity, students write a persuasive essay (or have a class debate) refuting or affirming the idea that violent video games promote violence among youth. Learning Outcomes Students demonstrate: an understanding of the debate surrounding the influence of violent video games on young people an awareness of the different types of violence found in some video games a knowledge of the classification systems that govern video and computer games an understanding of their own attitudes towards violent video games Preparation and Materials Photocopy the following student handouts: Killer Games Video and Computer Games Rating Systems Video Games and TV Teach Kids to Kill Procedure In Canada, most video game manufacturers have adopted the Entertainment Software Rating Board (ESRB) system. This rating system categorizes games according to levels of nudity, sex, violence and offensive language. It’s important to note that although most games are rated, nothing legally prevents a young person under the age of 17 from legally purchasing an adult or mature game – many retailers routinely rent and sell adult-rated games to minors. -
How Functional and Aesthetic Virtual Goods Influence the Purchase Motivations and Attitudes
HOW FUNCTIONAL AND AESTHETIC VIRTUAL GOODS INFLUENCE THE PURCHASE MOTIVATIONS AND ATTITUDES Joel Hellsten International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 8 April 2019 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus HOW FUNCTIONAL AND AESTHETIC VIRTUAL GOODS INFLUENCE THE PURCHASE MOTIVATIONS AND ATTITUDES Joel Hellsten International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 8 April 2019 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus AALTO UNIVERSITY ABSTRACT OF SCHOOL OF BUSINESS BACHELOR’S THESIS Mikkeli Campus Author: Joel Hellsten Title of thesis: How Functional and Aesthetic Virtual Goods Impact The Purchase Motivations and Attitudes Date: 8 April 2019 Degree: Bachelor of Science in Economics and Business Administration Supervisor: Suzanne Altobello Objectives The main objectives of this study were to examine the differences functional and aesthetic virtual goods have on motivations behind virtual good purchases. In addition, this study examined the differences in attitudes towards functional and aesthetic virtual goods. Summary The subject of virtual goods and purchases has been widely studied in recent years. However, most of the studies fail to distinguish the different type of virtual goods and their individual qualities that have an impact on the purchase decision making process. A questionnaire based on previous literature (Hamari et al. 2017) was conducted to examine these differences. The results show that when functional and aesthetic virtual goods are examined separately the motivations and reasons behind purchase decision vary significantly. In addition, the study reveals that the different types of virtual goods face different attitudes. -
Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
GEORGETOWN LAW TECHNOLOGY REVIEW PAY TO PLAY: VIDEO GAME MONETIZATION PATENTS AND THE DOCTRINE OF MORAL UTILITY Kirk A. Sigmon* CITE AS: 5 GEO. L. TECH. REV. 72 (2021) TABLE OF CONTENTS I. INTRODUCTION ...................................................................................... 72 II. THE GROWING COST OF VIDEO GAMES ................................................. 74 III. CONTROVERSIAL VIDEO GAME PATENTS ON DLC AND MICROTRANSACTIONS ................................................................................... 81 IV. THE CONTROVERSY BEHIND THE PSYCHOLOGY OF DLC AND MICROTRANSACTIONS ................................................................................... 86 V. A BRIEF HISTORY OF PATENTS AND “MORAL UTILITY” ........................ 89 VI. WHY MORAL UTILITY SHOULD NOT BE REVIVED FOR VIDEO GAMES .. 94 VII. CONCLUSION .......................................................................................... 98 I. INTRODUCTION Video games are now more complex and realistic than they ever have been—but making those games is not cheap. Video game development and marketing costs are sky high.1 To help recoup these costs, game developers and publishers have begun inventing increasingly clever ways to encourage users to spend more money on video games—and they are pursuing patents for those inventions. One recently granted patent seeks to drive in-game purchases by making multiplayer matches difficult for a player, encouraging that player to buy an item and, once that item is purchased and used, subtly rewarding the spending by making multiplayer matches easier.2 Another recently granted patent targets players more likely to spend money in-game by presenting them with exclusive spending opportunities, maximizing value * Shareholder, Banner Witcoff. Thanks to Ross A. Dannenberg, Scott M. Kelly, and Carlos Goldie for their invaluable input and assistance with this Article. 1 See infra Part II. 2 See U.S. Patent No. 9,789,406 (filed Oct. 17, 2017) [hereinafter Marr]. -
Policy Paper the Case for Uniform Loot Box Regulation: a New Classification Typology and Reform Agenda
Journal of Gambling Issues http://igi.camh.net/doi/pdf/10.4309/jgi.2021.46.15 Volume 46, February 2021 DOI: http://dx.doi.org/10.4309/jgi.2021.46.15 policy paper The Case for Uniform Loot Box Regulation: A New Classification Typology and Reform Agenda Stephanie Derrington,1 Shaun Star,2,3 & Sarah J. Kelly1 1 UQ Business School, University of Queensland, Brisbane, Queensland, Australia 2 Jindal Global Law School, Sonipat, India 3 TC Beirne School of Law, The University of Queensland, Brisbane, Queensland Australia Abstract The recent exponential increase in the presence of loot boxes and other forms of microtransactions in online games, together with the consequential development of a ‘‘token economy,’’ have created regulatory challenges around the world. The similarities between loot boxes and traditional forms of gambling give rise to serious and long-term psychological and financial risks, particularly among a largely minor, vulnerable audience. Regulators must, therefore, decide whether loot boxes and microtransactions should be addressed in the same manner as traditional gambling activities. Recognizing that the legal definition of gambling is a policy matter for different legislatures, this paper proposes a new classification framework for loot boxes and microtransactions that could be adopted as a guide by regulators and gaming publishers operating in the global, hyper-connected landscape of online gaming. The framework is designed to assist policy makers to achieve consumer welfare goals while also not unduly restricting the ability of adult consumers to make informed decisions as to when they participate in gambling-like activities or inappropriately interfering with the legitimate commercial endeavors of game developers. -
Relationships Between Game Genre, Business Model and Loot Box Opening
The Games We Play: Relationships between game genre, business model and loot box opening Joseph Macey1 and Juho Hamari1, 2 1 Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland. [email protected] 2 Gamification Group, Faculty of Humanities, University of Turku, 20500 Turku, Finland. [email protected] Abstract. The use of loot boxes is endemic in contemporary games, having originated in the free-to-play games of China and Japan they are now a common feature in almost every type of business model and genre. Primarily used to increase monetisation they are not without controversy as they have been accused of driving a “pay-to-win” approach to gaming and have even been linked to the development of problematic gambling behaviours. Considering the fact that there are a huge range of disparate practices connected to loot boxes, and that loot boxes are present in all forms of contemporary games this research asks the following question: Which business models and game genres, if any, are associated with increased opening of paid loot boxes? We employed survey data (N=613) gathered among gamers. We can conclude that loot boxes seem to be pervasive across games and there is no strong evidence that any business model of genre would clearly predict loot box opening activities and that players of all kinds of games probably encounter them in the gaming activities one way or the other. However, we can also conclude that loot box opening activities seems to be most strongly connected with both the retail and free-to-play business models as well as the shooter game genre. -
NLSC NBA 2K20 Wishlist
NLSC NBA 2K20 Wishlist This is the official NLSC NBA 2K20 Wishlist. It represents a comprehensive overview of what our community most wants to see added and fixed in NBA 2K20 and beyond. Thanks to everyone who helped to compile this year's Wishlist! Key Points/Overview • Achieve better balance between offline and online play. • Strive for better balance in gameplay, particularly when it comes to player builds in MyCAREER and the connected modes. • Continue to fine-tune the motion system to reduce skating and improve physicality, without compromising the fluidity of the controls. • Continue to polish up player/team AI and overall strategy. Ensure that ACE makes more of a difference in all single player modes. • Implement fairer prices of items, increase VC earnings, or add different currencies for use in upgrading players and purchasing cosmetic items. • Reduce the tedium of the grind in MyCAREER and the connected online experiences. • Expand in-game customisation options even further. • Improve player ratings, especially for Legends. • Implement better/actual matchmaking in online modes, so that users face opponents of similar skill level while they're getting better at online play. • Make the PC version more modder-friendly, with roster and art files that are easier to work with. Gameplay • Find a way to fine-tune online and offline gameplay independently of one another, so that changes to one don't mess up the other. • Reduce the amount of skating/floating and clunky changes of direction, fix speed breaks, and improve foot planting, while retaining the responsiveness of the controls. • Improve physicality and reduce clipping. -
SHOCKING U.S. "LOOT BOX" BILL SHOULD SURPRISE NO ONE: the VIDEO GAME INDUSTRY UNDER ATTACK Posted on May 27, 2019
SHOCKING U.S. "LOOT BOX" BILL SHOULD SURPRISE NO ONE: THE VIDEO GAME INDUSTRY UNDER ATTACK Posted on May 27, 2019 Categories: Insights, Publications Video games are big business: from the latest blockbuster, an indie hit, a mobile time-passer for your transit ride, or a packed esports arena with massive online viewership, there’s good money in creating engaging and immersive entertainment products. However, game economics have changed, particularly in the internet era, and developers and publishers have had to pursue revenue by adopting more creative and sustainable monetization models, including up-front, service-based, microtransaction-based, or even ad-based revenue streams. Against this backdrop, and against a negative media and political bias towards video games,[1] we have seen an increasing appetite worldwide for governments to step in and regulate the games industry. So it comes as no surprise that, even in the United States, the federal government has made a move to protect the populace from perceived exploitation, even if the new legislation, a bill from Republican Senator Josh Hawley and endorsed by two Democratic senators, is shockingly broad in its application. Background — The Current State of Games and the Rise of In-Game Monetization In 2018, digital games and interactive media revenues grew 13% to reach USD$119.6 billion. To put that in perspective, that is more than ten times the global recorded music industry (USD$19 billion [+9.7%]) and rapidly approaches the vaunted global film industry (USD$135.6 billion [+2.5%]). With competition for consumers’ entertainment time at a fever pitch across many converging industries,[2] game developers are under immense pressure to deliver immersive, compelling, perfectly-executed games that take full advantage of the latest technology. -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI.