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317

Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulationuse asterix (*) to get italics
Leon Y. XiaoPlease use the format "First name initials family name" as in "Marie S. Curie, Niels H. D. Bohr, Albert Einstein, John R. R. Tolkien, Donna T. Strickland"
2023
<p>Loot boxes in video games are a form of in-game transactions with randomised elements. Concerns have been raised about loot boxes’ similarities with gambling and their potential harms (e.g., overspending). Recognising players’ and parents’ concerns, in mid-2020, the Entertainment Software Rating Board (ESRB) and PEGI (Pan-European Game Information) announced that games containing loot boxes or any forms of in-game transactions with randomised elements will be marked by a new label stating ‘In-Game Purchases (Includes Random Items)’ and ‘In-game Purchases (Includes Paid Random Items),’ respectively. This measure is intended to provide more information to consumers and allow them to make more informed purchasing decisions. This measure is not legally-binding and has been adopted as industry self-regulation or corporate social responsibility. Previous research has suggested that industry self-regulation might not be effectively complied with due to conflicting commercial interests. The present study proposes to assess (i) whether the ESRB and PEGI applied the warning to games consistently and (ii) whether games that contain loot boxes accurately display the warning on the Google Play Store. Conclusions will be drawn as to whether the measure has been complied with by companies to an adequate degree and whether the measure has achieved its self-regulatory aims or require improvements.</p>
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Video games; Information technology law; Industry self-regulation
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Humanities, Social sciences
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2022-09-17 00:14:51
Chris Chambers