It is difficult to navigate through the myriad of rules applicable to gambling-like elements in videogames. They are found in different legal domains at different levels, including gambling regulation at the national level, EU consumer and data protection regulation, and industry self-regulation. With the necessary context provided by the previous chapters, this chapter dives into the application and evaluation of the rules from these different domains to lootboxes and social casino games. Several concepts are explored, including information and transparency obligations, unfair commercial practices, data processing activities in light of behavioural design, the application of gambling definitions, children’s vulnerability, and the effectiveness of the age ratings and content descriptors provided by the videogame industry. The strengths and weaknesses of each domain are assessed.

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Assessment of the Regulatory Framework Applicable to Gambling-like Elements in Videogames

  • Pieterjan Declerck

摘要

It is difficult to navigate through the myriad of rules applicable to gambling-like elements in videogames. They are found in different legal domains at different levels, including gambling regulation at the national level, EU consumer and data protection regulation, and industry self-regulation. With the necessary context provided by the previous chapters, this chapter dives into the application and evaluation of the rules from these different domains to lootboxes and social casino games. Several concepts are explored, including information and transparency obligations, unfair commercial practices, data processing activities in light of behavioural design, the application of gambling definitions, children’s vulnerability, and the effectiveness of the age ratings and content descriptors provided by the videogame industry. The strengths and weaknesses of each domain are assessed.