Lifting the Lid on Loot-Boxes Chance-Based Purchases in Video Games and the Convergence of Gaming and Gambling
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God Games’, with the Player Supposedly Given Omnipotent Control Over the Game Environment, Revealing the Enduring Presence of the Second-Creation Narrative
Smith, B. T. L. (2017). Resources, Scenarios, Agency: Environmental Computer Games. Ecozon@, 8(2), 103-120. http://ecozona.eu/article/view/1365 Peer reviewed version Link to publication record in Explore Bristol Research PDF-document This is the author accepted manuscript (AAM). The final published version (version of record) is available online via Universidad de Alcale at http://ecozona.eu/article/view/1365 . Please refer to any applicable terms of use of the publisher. University of Bristol - Explore Bristol Research General rights This document is made available in accordance with publisher policies. Please cite only the published version using the reference above. Full terms of use are available: http://www.bristol.ac.uk/red/research-policy/pure/user-guides/ebr-terms/ Resources, scenarios, agency: environmental computer games Abstract In this paper I argue that computer games have the potential to offer spaces for ecological reflection, critique, and engagement. However, in many computer games, elements of the games’ procedural rhetoric limit this potential. In his account of American foundation narratives, environmental historian David Nye notes that the ‘second-creation’ narratives that he identifies “retain widespread attention [...] children play computer games such as Sim City, which invite them to create new communities from scratch in an empty virtual landscape…a malleable, empty space implicitly organized by a grid” (Nye, 2003). I begin by showing how grid-based resource management games encode a set of narratives in which nature is the location of resources to be extracted and used. I then examine the climate change game Fate of the World (2011), drawing it into comparison with game-like online policy tools such as the UK Department for Energy and Climate Change’s 2050 Calculator, and models such as the environmental scenario generation tool Foreseer. -
7:30 A.M. – AUDIT CONFERENCE PARK COMMISSIONERS and PARK DISTRICT AUDIT COMMITTEE (Pursuant to Section 121.22 (D) (2) of the Ohio Revised Code)
BOARD OF PARK COMMISSIONERS OF THE CLEVELAND METROPOLITAN PARK DISTRICT THURSDAY, MARCH 14, 2019 Cleveland Metroparks Administrative Offices Rzepka Board Room 4101 Fulton Parkway Cleveland, Ohio 44144 7:30 A.M. – AUDIT CONFERENCE PARK COMMISSIONERS AND PARK DISTRICT AUDIT COMMITTEE (Pursuant to Section 121.22 (D) (2) of the Ohio Revised Code) 8:00 A.M. – REGULAR MEETING AGENDA 1. ROLL CALL 2. PLEDGE OF ALLEGIANCE 3. MINUTES OF PREVIOUS MEETING FOR APPROVAL OR AMENDMENT • Regular Meeting of February 14, 2019 Page 88339 4. FINANCIAL REPORT Page 01 5. NEW BUSINESS/CEO’S REPORT a. APPROVAL OF ACTION ITEMS i) General Action Items (a) Chief Executive Officer’s Retiring Guest(s): • Terry L. Robison, Director of Natural Resources Page 07 • Stephen J. Schulz, Education Specialist Page 08 • Virginia G. Viscomi, Service Maintenance II Page 08 (b) 2019 Budget Adjustment No. 2 Page 09 (c) Revision of Rates and User Fees Page 10 (d) Club Metro 2019 Financial Request Page 10 (e) RFP #6149: Golf Cars Page 11 (f) Edgewater Marina Operations – Lease Agreement Page 12 (g) Whiskey Island Marina Operations – Management Services Agreement Page 14 (h) Branded Product Sponsor and Suppler of Beverages Agreement – Page 15 Amendment No. 2 (i) Contract Amendment – RFP #6344-B: Bonnie Park Ecological Restoration Page 16 and Site Improvement Project – Mill Stream Run Reservation -GMP 1 (j) Professional Services Agreement – RFQu #6402: Bridge Inspection and Page 18 Engineering Support Program 2019-2014; and 2020 Bridge Inspections and Summary Reports Proposal (k) Authorization of Funds – Whiskey Island Marina Emergency Repair – Page 21 Wind Damage (l) Nomination of Joseph V. -
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. -
DEMO Magazine
ISSUE 18 SPRING/SUMMER 2013 DEMOThe Alumni Magazine of Columbia College Chicago The avant-garde fashion designs of AGNES HAMERLIK Revitalizing Detroit with PHILLIP COOLEY Lessons learned on KICKSTARTER May 17, 2013 ALUMNI AT Want to perform? Volunteer? Or just come out and be a part of the awesome Manifest audience? If you are an alumnus and would like an application to perform on the Alumni Stage, contact Cyn Vargas at [email protected]. Stop by, sit back, and ALUMNI LOUNGE relax in our alumni ALUMNI & lounge! You'll enjoy your Noon – 7PM fellow alumni performers GRADUATION PARTY singing, reciting, dancing, 623 South Wabash and other cool stuff. 8PM – 11PM Quincy Wong Center Hilton Chicago for Artistic Expression 720 S. Michigan Ave. Grand Ballroom colum.edu/alumnimanifest Art: Thumy Phan, Manifest Creative Director Creative Phan, Manifest Art: Thumy ’12) Jacob Boll (BA Photos: CONTENTS DEMO ISSUE 18 SPRING/SUMMER 2013 18 11 FEATURES PORTFOLIO SPOT ON DEpaRTMENTS 8 22 30 Justin “Nordic Thunder” 03 Vision A question for Howard (BA ’07) reigns as President Carter KICKSTART MY ART LIFE DURING king in the competitive world Columbia alumni, students, WARTIME of air guitar. 04 Wire News from the and faculty share lessons Photographer Andrew Nelles Columbia community learned on their way to crowd- (BA ’08) recounts his days 32 Karine Saporta (BA ’72), funding success. covering American troops in knighted in France, 38 Alumni News & Notes By Stephanie Ewing (MA ’12) Afghanistan. As told to Andrew stays in demand as a Featuring class news, notes, Greiner (BA ’05) dancer, choreographer, and networking 14 and photographer. -
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. -
An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic
The changing face of desktop video game monetisation: An exploration of trends in loot boxes, pay to win, and cosmetic microtransactions in the most- played Steam games of 2010- 2019 David Zendle*, Rachel Meyer, Nick Ballou Corresponding author: [email protected] Abstract It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions); confer in-game advantages (pay to win microtransactions), or contain randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how prevalent these features are in desktop games, or when any growth in prevalence occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of prevalence by April 2019: 71.28% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to a prevalence of 17.38% by November 2015, at which point growth decelerated significantly (p<0.001) to the point where it was not significantly different from zero (p=0.32). Introduction The way that the video game industry makes money has undergone important changes in recent decades. -
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. -
An Educator's Guide to Gaming
EDUCATOR RESOURCE VIDEO GAME TERMS GLOSSARY An Educator’s Guide to Gaming Gambling in games has a language all its own. Here are some words you need to know. 1-up Power-Up An object that gives the player an extra life (or try) in games Objects that instantly benefit or add extra abilities to where the player has a limited number of chances to complete the game character, usually as a temporary effect. a game, a task, or level. 1-ups can be acheived by completing Persistent power-ups are called perks. Power-Ups levels or found in purchased loot boxes. can be acheived by completing levels or found in purchased loot boxes. 100% A game is 100% complete once a player unlocks all available Season content and completes the game. The player must collect 1. The full set of downloadable content that is every in-game item, upgrade, and complete every mission to planned to be added to a video game, which can get 100%. Many players are so determined to get 100%, that be entirely purchased with a season pass. they will make mulitiple in-game purchases for upgrades to 2. A finite period of time in massive multiplayer achieve this goal. online games in which new content, such as themes, rules, and modes, becomes available – Downloadable Content (DLC) sometimes replacing prior time-limited content. Additional content for a video game that is acquired through a Notable games that use this “season” system digital delivery system. DLCs can be purchased in video game include Star Wars: Battlefront II (2017) and console stores. -
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The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player’S Status
International Journal of Internet Science 2015, 10 (1), 20-36 ISSN 1662-5544 IJIS.NET The Hidden Cost of Microtransactions: Buying In-Game Advantages in Online Games Decreases a Player’s Status Ellen R. K. Evers1, Niels van de Ven2, Dorus Weeda2 1UC Berkeley, USA; 2Tilburg University, Netherlands Abstract: With the advent of the internet, computer games have undergone substantial changes. Many games now contain some form of social interaction with other players. Furthermore, many games offer players the opportunity to buy upgrades using microtransactions. Based on social psychological theories on social comparisons, deservedness, and envy, we tested whether the use of these microtransactions would affect how players perceive another player using them. In one survey and two experimental scenario-studies with active gamers as participants (total N = 532), we found evidence supporting the idea that a player using microtransactions will be judged more negatively. More specifically, we find that gamers dislike it more when microtransactions allow the buying of functional benefits (that provide an in-game advantage) than when they are merely ornamental, and players who buy these functional benefits are respected less. In Studies 2 and 3 we found that players who use microtransactions are perceived as having a lower skill and status. This happens both when the microtransaction-using player is an enemy who bought a competitive advantage, as well as in games where one cooperates with the microtransaction-using player and the advantage is thus effectively shared. The findings have important practical implications for game design. They indicate how microtransactions can be implemented so that they have fewer negative social consequences, demonstrate the value of social psychological theories in predicting online behavior, and provide several avenues for further theoretical exploration.