La Legislazione Dei Gacha in Giappone Uno Studio Comparativo Con Quella Dei Random Reward Mechanism Di Un Campione Di Paesi Del Mondo

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La Legislazione Dei Gacha in Giappone Uno Studio Comparativo Con Quella Dei Random Reward Mechanism Di Un Campione Di Paesi Del Mondo Corso di Laurea magistrale in Lingue, economie e istituzioni dell’Asia e dell’Africa mediterranea Tesi di Laurea La legislazione dei gacha in Giappone Uno studio comparativo con quella dei Random Reward Mechanism di un campione di paesi del mondo Relatrice Ch.ma Prof.ssa Paola Celentano Correlatore Ch. Prof. Giorgio Fabio Colombo Laureando Fabio Zaramella Matricola 858261 Anno Accademico 2019 / 2020 要旨 .......................................................................................................................................... 2 Introduzione .............................................................................................................................. 4 Motivazione del lavoro e descrizione del problema ......................................................................... 4 Metodologia .................................................................................................................................... 5 Stato dell’arte .................................................................................................................................. 6 Organizzazione della tesi ................................................................................................................. 7 Capitolo 1: Il contesto di riferimento ........................................................................................... 9 1.1 Storia dei modelli di monetizzazione dei videogiochi ................................................................. 9 1.2 Una panoramica sulle tecniche di ricerca del profitto.............................................................. 18 1.3 Analisi di loot box e gacha ....................................................................................................... 24 1.3.1 Similitudini e differenze tra i due modelli ......................................................................... 25 1.3.2 Tipologie di gacha ............................................................................................................ 28 Capitolo 2: Random Reward Mechanism e gioco d’azzardo ......................................................... 31 2.1 Potenziali rischi per minori e gruppi vulnerabili ....................................................................... 31 2.2 Assimilabilità con il gioco d’azzardo ........................................................................................ 32 Capitolo 3: Il dibattito tra regolamentazione e autoregolamentazione ......................................... 62 3.1 Paesi Bassi................................................................................................................................ 62 3.2 Belgio ....................................................................................................................................... 67 3.3 Regno Unito ............................................................................................................................. 71 3.4 Stati Uniti ................................................................................................................................. 79 3.5 Italia ......................................................................................................................................... 86 3.6 Australia ................................................................................................................................... 90 3.7 Pan European Game Information ............................................................................................ 95 3.8 Entertainment Software Rating Board ..................................................................................... 96 3.9 Australian Classification Board ................................................................................................ 97 3.10 App Store e Play Store ............................................................................................................ 98 Capitolo 4: Il caso giapponese ..................................................................................................101 4.1 Uno sviluppo storico peculiare: CESA, JOGA e la tutela dei consumatori ............................... 101 4.2 Opinioni recenti ...................................................................................................................... 116 4.3 Regolamentazione del gioco d’azzardo e applicabilità ai gacha ............................................ 122 4.4 Zone grigie e somiglianze tra pachinko e gacha .................................................................... 128 Conclusioni .............................................................................................................................136 Bibliografia .............................................................................................................................141 Sitografia ................................................................................................................................150 1 要旨 ビデオゲームは、長い年月に存在していたが、大きな転換点が観察されたのはここ数年 のことである。特に、スマホやタブレットのような新技術の発明・発展により、移動中や 仕事を休憩する場合など一日中遊べるゲームアプリが開発されたのは代表的な一例である。 そのゲームアプリの中では、最も多いのは「カジュアル・ゲーム」、つまり誰でも簡単な 操作で楽しめるゲームである。それに、その大部分は無料で遊ぶことができる。したがっ て、モバイル機器が普及するにつれて、若者と大人の区別をせずに、ゲームアプリで楽し んでいる利用者も急速に増えてきた。しかし、現在大勢の人々にビデオゲームが日常的な 生活の重要な一部として認識されていても、会社の視点からのその成功の理由は今までは およそ無視されていた。 「ゲームが無料なら、会社はどうやってお金を稼ぐのか」という疑問が出るのは当然で はないだろうか。その答えは、時間が経つにつれて、企業が様々な儲ける方法を思いつい たからである。それは「ミクロトランザクション」又は「アイテム課金」と言い、欧米で 生まれた「ルートボックス」と日本で良く知られた「ガチャ」のような「Random Reward Mechanism」も含まれている。この表現は、相違点を問わず、両方のメカニズム の類似点を直接に示し、いずれをも同じグループに入れる。その理由は、二つとも中身が 偶然に決められる仮想アイテムなどを得るために開封する、デジタル箱もしくは仮想カー ドパックのような形のものだからである。しかしながら、このような予測不可能性に基づ いた提供方式には現金又は電子マネーでの購入が通常必要なので、最近世界の諸国で多く の批判の対象となっていた。 なぜ「ルートボックス」と「ガチャ」が幾つかの方面から非難されているのかというと、 ランダム型で提供される希望のキャラクターや武器などを獲得するために、デジタル通貨 などでこの仮想物品を買うことは賭と同一視されているからである。それ故に、このよう なメカニズムの全てが賭博と見なされ始めた。更に、このような儲ける方法を使用するゲ ームが賭博者によく見られるギャンブル依存性を起こす恐れもあると思われる。未成年の 消費者も数多いので、その不安はより高まる。 2 上記に説明した通り、「ミクロトランサクション」特に「ランダム型アイテム提供方式」 に関わる資料は現在まで少なかったが、側面が多いテーマでもあり、各資料がそれぞれの 側面を探求すると同時に、「Random Reward Mechanism」と賭博との関係も調べられて いる。しかし、イタリア語での学術論文はほぼないようであるから、その不足を補いたい というのが本論の意図である。 この研究では、まず上に述べた収益化戦略とそれらを規制する要求の背後にある理由・ 意見の繋がりを分析する。そして、その関係を確認した上で、日本だけではなく、欧米の 諸国とオーストラリアにおいて過去十年間に講じた対策もしくは提案した対策を説明し、 その問題に向けて政治家と企業が採用したアプローチを比較する。最後に、この比較と上 に述べた「ルートボックス」や「ガチャ」と賭博の同類性に基づき、ゲーム市場に与えた 影響を考慮に入れ、日本で現行の対策と採用された自主規制が十分であるのか、又は他の 国々の模範になる可能性があるのかという疑問に答えるのが本研究の目的である。 本論文の構造は次のようである。まず、第一章では、「アイテム課金」がどのような文 脈に配置されているのかという問いに答えるために、今までの日本の役割と状況に焦点を 当てることにより、そのような収益化方法の歴史とそのタイプを短く紹介し、一般から特 定への移行を通じて、「ガチャ」の種類と「ルートボックス」との共通点と相違点が詳細 に説明される。そして、第二章では、社会的見地や法律的見地や経済的見地などから多面 的に「Random Reward Mechanism」と賭博の同類性を扱う学術文献を引用、分析、コメ ントし、その関係性を確認する。それから、第三章では、欧米とオーストラリアでのそれ ぞれの現行法の下でギャンブルがどう定義されるのかという問題に注意し、過去三年間に これらの国で生じた「ルートボックス」を規制する要求について述べる。最後に、第四章 では、日本で起こった論争の歴史と変化や賭博法に「ガチャ」を入れる可能性を分析し、 それぞれの国が取ったアプローチを比較し、その結果と検討した資料にも基づき、結論を 述べる。 3 Introduzione Motivazione del lavoro e descrizione del problema A seguito della nascita e dello sviluppo dei moderni smartphone e tablet si è assistito nell’ultimo decennio a una produzione sempre più massiccia di videogiochi pensati per la fruizione in mobilità, di cui è possibile godere in ogni momento della giornata, in treno come durante una pausa lavorativa. Sempre più persone, infatti, decidono consapevolmente (o vi si ritrovano colti dalla noia) di passare molte ore della loro quotidianità dinnanzi allo schermo del cellulare, siano essi giovani o adolescenti che si immedesimano nel loro personaggio preferito giocando ad esempio a Dragon Ball Legends1 o adulti impegnati nello stabilire un nuovo record allineando caramelle colorate su Candy Crush Saga2. I videogiochi per dispositivi mobili, quindi, ricoprono ormai un ruolo decisamente importante nella vita di molte persone, non solo dei giovanissimi, e ciò è particolarmente vero nel caso giapponese data l’incidenza dell’industria videoludica sulla società3 e soprattutto sull’economia4 del Paese. I meccanismi dietro agli ingenti ricavi alla base di questo successo, che ha permesso alle app di gioco di scalfire (parzialmente) la supremazia rivestita fino ad anni recenti dai giochi realizzati per console, sembrano però essere stati esaminati solo marginalmente in Italia. Molto più numerose sono state invece le ricerche estere in campo accademico sul tema. Queste hanno esaminato, sotto vari aspetti, quegli innovativi metodi di ricerca del profitto elaborati dagli sviluppatori, tra cui loot box e gacha. Saranno proprio questi due meccanismi, di cui verrà fornita a breve un’anticipazione, a costituire il focus del presente elaborato e su di essi verterà l’analisi contenuta all’interno dei prossimi capitoli. I due termini appena esposti indicano specifiche meccaniche di gioco che, a partire dai primi anni Duemila (e in modo preponderante dal 2007 in Giappone e tra il 2010-2011 nel resto del mondo) sono contenute nella quasi totalità dei giochi free-to-play, ovvero quei videogiochi in cui è possibile giocare gratuitamente. Inoltre, tali tipologie sono sempre più presenti anche all’interno di giochi per cellulare, console e personal computer per i quali il giocatore paga già un prezzo di vendita prestabilito, inseriti qui al fine di incrementare e prolungare nel tempo i ricavi e la vita del prodotto. 1 Gioco sviluppato da Dimps e pubblicato per il mercato globale da Bandai Namco Entertainment Inc. nei negozi virtuali di app e giochi offerti da Google (Play Store) e Apple (App Store) rispettivamente in data 21 maggio e 1° giugno 2018. 2 Gioco multipiattaforma sviluppato da King Digital Entertainment
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