
<p> Mobile Games Forum Talking Points for Michael Gallagher, President and CEO, ESA October 20-21, 2015 – Seattle, Wash.</p><p>Introduction </p><p> Good morning. Thank you for that introduction, and to the Mobile Games Forum organizers for </p><p> inviting me here today. I am always amazed by the range of innovative thinkers this event pulls </p><p> together and this year is no different. </p><p> Today, I will discuss the evolving regulatory pressures our organization is tackling in the mobile </p><p> space, namely the concerns and policy implications surrounding virtual currencies and data </p><p> localization.</p><p> Before I speak to our public policy work around the explosive growth of mobile, I would like to </p><p> take a moment to introduce myself and our organization.</p><p>Entertainment Software Association</p><p> I am the president and CEO of the Entertainment Software Association, the Washington, D.C.-</p><p> based trade association dedicated to serving the business and public affairs interests of the U.S. </p><p> video game industry. </p><p> As you can see by this slide, our membership is comprised of industry-leading video game </p><p> companies that range from major players like Sony, Microsoft and Nintendo to international </p><p> newcomers and mobile-only developers and publishers.</p><p> We represent this diverse coalition of industry voices before Capitol Hill in Washington, D.C., in </p><p> state houses across the country and on the international stage, offering a wide range of services </p><p> to our members. This includes a global content protection program, business and consumer </p><p> research, and intellectual property protection efforts. We also engage lawmakers on a range of policies, including, of course, virtual currencies and </p><p> data localization issues.</p><p> Finally, we own and operate E3, the premier global trade show for video games and related </p><p> products.</p><p> As our most recent E3 proved, this is an incredibly exciting time for our industry. More </p><p>Americans play video games than ever, traditional consoles are experiencing a renaissance and </p><p> exciting new technologies like virtual and augmented reality are pushing the boundaries of </p><p> game play. Mobile technology in particular has had a tremendous impact on our industry over </p><p> the last decade. </p><p>Entertainment Software Association</p><p> We also given back to communities in innovative ways. To date, the ESA Foundation, which </p><p> serves to improve the lives of America’s children, has raised more than $20 million. </p><p> In addition to providing scholarships for women and minorities who are obtaining college </p><p> degrees in video game design, we partner with groups like HopeLab, the Boys & Girls Clubs of </p><p>America, and the National Museum of the American Indian. All these groups create video games</p><p> that educate and inspire young people. </p><p> Many of you, no doubt, also see our work with Extra Life, a project of the Children’s Miracle </p><p>Network Hospitals. Extra Life is a video game marathon where gamers obtain monetary pledges </p><p> based on video game play. Together, the ESA Foundation and Extra Life has raised more than </p><p>$14 million. </p><p> We also bring to life the “Video Game Voters Network,” which is a grassroots army of more than</p><p>900,000 voting-age gamers who are committed to being politically active on behalf of video </p><p> games. This is a passionate and responsive group of gamers who step up and defend video games </p><p> against biased media attacks and uninformed political proposals. I encourage everyone here to </p><p> take out your phone and join the VGVN by accessing videogamevoters.org. </p><p> The VGVN takes action on issues like the proposed Chicago Amusement Tax. </p><p> This past summer, the City of Chicago’s Finance Dept. issued twin rulings extending the </p><p> application of current taxes on “amusements” and “personal property lease transactions” to </p><p> video games, streamed entertainment, and cloud services.</p><p> The modified “amusement tax,” which became enforceable September 1, may reach some game</p><p> subscription fees, charges for streamed game services, and possibly the purchase of virtual </p><p> currency. Game downloads are not covered by the tax, however.</p><p> This tax directly impacts publishers, who must collect and remit the tax, that have an Illinois </p><p> physical presence—even if it is an office or a server farm.</p><p> ESA is working through a coalition of other tech companies and industries to persuade Chicago </p><p> to reconsider its approach.</p><p>State Tax Incentives </p><p> ESA is also engaged actively on passing and defending state tax incentives for video game </p><p> development. </p><p> This matters to everyone in this room because it impacts directly your bottom line. We make the</p><p> case to local legislators that these incentives are investments in their local communities and 21st </p><p> century job creation. </p><p> Currently, 21 states and Puerto Rico have incentives available to the industry, but this is a </p><p> constant battle and we need your help. I’ll talk later about how to stay informed about ESA’s work and I ask everyone here to get in </p><p> contact with us about these incentive programs that are vital to industry growth. </p><p>The Future of Play</p><p> As all of you know, we have seen remarkable advances in the speed and sophistication of </p><p> wireless and mobile technologies. Broadly, these developments have transformative </p><p> implications – including how our industry reaches and interacts with consumers. </p><p> Consider these statistics:</p><p> o Currently, there are more than 7 billion people on Earth. </p><p> o According to the United Nations, nearly half of that population, or 3.15 billion people, </p><p> have regular access to and use the Internet today.</p><p> o Moreover, research firm GSMA Intelligence reports that there are – for the first time </p><p> ever – more mobile devices in the world than there are people. </p><p> o Many of these devices are connected to the internet. According to Strategy Analytics, by</p><p> the end of this year, the number of smartphone users will grow to 2.5 billion.</p><p> o A majority of these connected consumers also play video games. In fact, 1.7 billion </p><p> people worldwide play games today – that is nearly a fourth of the global population. </p><p>Further still, 1.5 billion gamers play on a smartphone or other mobile device.</p><p> Taken together, it is clear that video games – especially mobile experiences – are in high </p><p> demand in nearly every corner of the globe.</p><p> ESA’s own research has reached similar conclusions about American players. According to our </p><p>Essential Facts About the Video Game Industry, 35 percent of American gamers play on their </p><p> smartphones, and 31 percent play on other wireless devices, such as tablets. We are also about to release a first-of-its-kind whitepaper examining how mobile technologies </p><p> affect what hardware consumers purchase and how they play on the go. </p><p> Among its findings: game play capabilities are a major factor influencing Americans’ hardware </p><p> purchases. According to the paper, 70 percent of respondents rated the ability to play games on </p><p> their smart phone as “extremely important” when it came time to purchase a new device. </p><p> The research also showed that commuters with the longest round-trip commutes (more than </p><p> three hours a day) spend almost of a third of their commute time playing games. For these </p><p> commuters, smart phones are the platform of choice. </p><p> This is good news for console and PC video games, too. Our research found that nearly half – 42 </p><p> percent – of mobile gamers purchased a console or PC version of a mobile game because of </p><p> their mobile experience. And 46 percent of mobile gamers report getting back into video games </p><p> with mobile devices. </p><p> These findings underscore and reaffirm the outsized and growing role mobile technology plays </p><p> in the modern video game industry.</p><p> These numbers will only continue to grow as we press forward with further technological </p><p> innovation and broadband access expands. With so many opportunities to connect and play </p><p> across wireless devices, we can reasonably imagine a future generation in which everyone will </p><p> play games.</p><p>Dominance of Global Games </p><p> Paid mobile apps represent significant sales opportunities for our industry.</p><p> In the first week of 2015, customers spent nearly half a billion dollars on apps and in-app </p><p> purchases. New Year’s Day 2015 marked the single biggest day ever in App Store sales history. These milestones follow a record-breaking 2014, in which App Store billings rose 50 percent and </p><p> apps generated over $10 billion in revenue for developers. To date, App Store developers have </p><p> earned a cumulative $25 billion from the sale of apps and games.</p><p> Seven of the top ten paid apps on the App Store are games, and games make up 63 percent of </p><p> the storefront’s overall revenue.</p><p> According to Distimo, game developers represent the majority of top publishers in all three </p><p> major app stores – the Apple App Store, Google Play, and the Amazon App Store.</p><p> Social games continue to grow in depth and richness, and appeal to a broader audience of </p><p> gamers. </p><p> Industry analyst Colin Sebastian with RW Baird expects this trend will continue to develop and </p><p> expand, with annual growth rates surpassing 10 percent for the next three to five years.</p><p>Dominance of Mobile Games </p><p> To underscore the dominance of mobile game play, one needs to look no further than this year’s</p><p>E3. </p><p> On June 14, Bethesda Softworks held their first-ever E3 press conference. During their media </p><p> event, they announced the availability that week of Fallout Shelter, the first mobile game </p><p> produced by the leading video game publisher. And, consumers responded in a big way. </p><p> In the first two weeks of the game’s availability in the App Store, Fallout Shelter generated more</p><p> than $5.1 million in revenue. </p><p> That is a remarkable achievement and a ground-breaking tool to keep consumers engaged and </p><p> build excitement for Fallout 4. </p><p> Mike, this is a good place to discuss your Fallout Shelter Daniel anecdote. That story will </p><p> personalize this slide and help make for an engaging presentation. IARC</p><p> Today’s digital world is redefining the ways that content of all types is created, delivered, </p><p> consumed and shared. Downloadable games and mobile apps are published on various </p><p> platforms and in many countries simultaneously. </p><p> As a result, content rating systems around the world must evolve to meet the reality of the </p><p> marketplace and deliver practical solutions for informing consumers in a consistent, reliable </p><p> manner. To that end, various game rating authorities have been working collaboratively to </p><p> establish the International Age Rating Coalition (IARC), which collectively administers a </p><p> streamlined, global system for assigning locally-relevant age ratings to downloadable games and</p><p> mobile apps. </p><p> IARC has been adopted for use in the Firefox Marketplace and Google Play, and Microsoft’s Xbox</p><p>Live store, Nintendo eShop, and the PlayStation Store are expected to follow. </p><p> The IARC rating system was devised through close collaboration among numerous rating </p><p> authorities and in consultation with developers, app storefronts and game platforms—and the </p><p> concept is simple. </p><p> A single, comprehensive questionnaire jointly developed by all participating rating authorities is </p><p> integrated into a digital storefronts’ game or app submission process. The IARC system </p><p> establishes a unified process that simultaneously generates separate ratings for multiple </p><p> territories which preserve each of their distinct local standards. </p><p>US-EU Safe Harbor </p><p>• Personal data defined broadly to cover any information from which an individual can be </p><p> identified, including business contact information and IP address. • Processing also defined broadly to include any operation performed on personal data – e.g., </p><p> collecting, using, disclosing, storing, or destroying personal data.</p><p>• Safe Harbor created a framework for the transfer of EU personal data to the US in order to </p><p> guarantee adequate protection for European personal data. Companies had to certify to the </p><p> framework’s principles and agree to enforcement mechanism, making a public statement on the</p><p>Department of Commerce site, subject to annual renewal and enforcement by the FTC. Useful </p><p> compliance method to transfer the same types of data repeatedly, or on behalf of multiple </p><p> clients. </p><p>• The EU Data Protection Directive establishes minimum requirements for any “processing” of </p><p>“personal data” and is implemented through national legislation by EU member states.</p><p>• Schrems ECJ decision was based on the June 2013 Snowden revelations and included many </p><p> factual inaccuracies about the PRISM program.</p><p>• Model contracts – contractual clauses pre-approved by the European Commission. Two types of</p><p> contracts: Data Controller (i.e., owner) to Data Controller (if company has independent rights to</p><p> the data); and Data Controller to Data Processor (processor just working on behalf of original </p><p>Data Controller). </p><p>• BCRs – must be approved by each DPA where data is to be transferred from </p><p>• For now, companies are reviewing existing agreements and implementing Model </p><p>Contracts with all relevant entities and watching the negotiations between the US Commerce </p><p>Department and EU Commission for a revised version of Safe Harbor 2.0</p><p>• Getting agreement on Safe Harbor 2.0 has gotten more difficult with the Schrems </p><p> decision, harder for Commission to concede points, and with the ECJ decision as the backdrop.</p><p>• ESA is closely monitoring this development and exploring ways to ease the compliance </p><p> burden for game publishers. Virtual Currencies</p><p> The proliferation of a technology this transformative – in barely more than a decade – has </p><p> invariably brought new challenges for regulators and companies alike, as new business models </p><p> and opportunities for consumer engagement have emerged.</p><p> As Bitcoin, for example, surged in popularity, it was inevitable regulators would start taking a </p><p> closer look at the policy implications.</p><p> Bitcoin is a convertible virtual currency that can be used as a substitute for fiat currency (i.e., </p><p> traditional money), in some situations. By “convertible,” I mean that it can be exchanged with </p><p>U.S. dollars or other currencies.</p><p> Concerned about potential money laundering and consumer fraud risks, federal and state </p><p> regulators have tried to walk a fine line between encouraging the further development of this </p><p> novel payment option and putting in place some safeguards to protect against abuse.</p><p> So far, these efforts have focused on imposing certain monitoring and reporting requirements to</p><p> minimize the risk of money laundering and licensing requirements to protect consumers from </p><p> bad actors.</p><p> These are laudable and appropriate goals, but we need to be careful that these new rules are </p><p> not written so broadly that they encompass play currencies that have no real-world utility.</p><p> Unlike Bitcoin, game currencies exist within a closed universe and cannot be “cashed out.” They </p><p> do not pose nearly the same level of risk as “convertible” virtual currencies that can be used as a</p><p> medium of exchange in the real world.</p><p> ESA has submitted comments to regulators in California, New York, and the U.S. Treasury </p><p>Department highlighting this critical difference, among other points. </p><p> So far, at least, those seeking to regulate virtual currencies seem receptive to excluding non-</p><p> convertible game currencies. New York included a game-specific carve out. And a bill introduced in California earlier this year would have done the same. We hope that the Treasury </p><p>Department’s Financial Crimes Enforcement Network will reach a similar conclusion as it </p><p> evaluates ESA’s pending request.</p><p>Data Localization</p><p> Virtual currencies are not the only emerging issue we are closely monitoring. Privacy and data </p><p> security issues have moved to the forefront of mobile policy debates as countries move to </p><p> implement strict “data localization” laws.</p><p> Last month, Russia began enforcing its “data localization” law, which requires companies that </p><p> collect personal data from Russian citizens to store that data on servers located within Russia. </p><p>Repeated failure to comply could result in the service’s local IP address being added to a registry</p><p>(essentially, a blacklist) that Russian ISPs would be required to block. Essentially, companies </p><p> could be frozen out of the Russian online market.</p><p> Numerous implementation questions surrounded the rollout of the law: Would server mirroring </p><p> be permitted? What about data collected prior to the effective date? If the data is anonymized, </p><p> does it no longer count as personal data? Gradually, the Russian regulator has issued some </p><p> clarifying guidance.</p><p> What prompted these laws? It may not be a single factor. It could be a reaction against the </p><p>Edward Snowden revelations and an effort to curb future snooping by the U.S. government. Or, </p><p> from the opposite perspective, data localization makes it easier for local law enforcement to </p><p> gain access to the electronic data of its citizens. From a more “dollars and cents” perspective, it </p><p> could be a bid to build up the local jurisdiction’s IT economy by requiring foreign Internet firms </p><p> to build or lease server farms locally. Whatever the rationale, the effect on foreign Internet firms is potentially severe. While these </p><p>Internet companies may continue to collect personal data, the requirement to house that data </p><p> locally adds both cost and complexity in back-end system integration. For example, it is possible </p><p> the personal data may be stored in servers locally but would have to integrate with other </p><p> servers in other countries for other aspects of providing the service. All of this would need to be </p><p> done in a seamless manner.</p><p> Brazil considered a similar measure last year but ultimately abandoned it. </p><p> If many countries impose these “data localization” requirements, it would greatly complicate </p><p> the ability of Internet services to operate efficiently cross-border.</p><p> ESA continues to update its members on developments in this area and will look for </p><p> opportunities to minimize the burdens imposed by these laws.</p><p>Trans-Pacific Partnership </p><p> The Trans-Pacific Partnership seeks to promote innovation and economic growth among its </p><p> partner nations.</p><p> The TPP’s 12 members are seeking to enhance trade and investment among the partner </p><p> countries, to promote innovation, economic growth and development, and to support the </p><p> creation and retention of jobs.</p><p> Final text of agreement has not been released yet, but direction of discussions points to helpful </p><p> developments for the IP and tech communities</p><p> The agreement requires TPP partners that their laws protect against the infringement of rights </p><p> owners from other member nations</p><p> The agreement will include a general obligation to allow free transfers of data across borders </p><p> and not to require data to be stored locally. The agreement will also prohibit TPP governments from requiring a company to locate a data </p><p> center in its country as a condition of serving customers there. </p><p> The data transfer and server location provisions will cover not just IT and cloud-based </p><p> businesses, but all service suppliers and manufacturing investors </p><p> The next big step is implementation and the President must give Congress 90 days’ notice of his </p><p> intention to sign.</p><p> Congress must then vote up or down on TPP and they are not allowed to offer amendments. </p><p> For our part, ESA plans to be supportive of TPP, assuming the text of the agreement tracks the </p><p> signals sent by the United States Trade Representative. </p><p>Stay Connected </p><p> I wish I could have spoken longer today and provided a more in-depth overview of ESA’s work </p><p> and the issues we are engaged on. </p><p> I encourage everyone here to follow us on our social media channels and to stay engaged. </p><p> If you have questions or want to follow up on any of the topics raised, please reach out to us. </p><p>We always want to hear from leaders like you about potential ways of working together. </p><p>Conclusion</p><p> Certainly our industry will continue to face legal and regulatory obstacles, beyond those just </p><p> discussed. Conducting business in an interactive entertainment space can be a challenging </p><p> endeavor. </p><p> I am confident that our industry is poised for continued growth well into the future, and that </p><p> enhanced collaboration with policymakers, business leaders, and gamers themselves, will lead </p><p> to even greater advancements, beyond what we have already seen. Thank you again for inviting me here today. I am now happy to take your questions.</p>
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