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Betting on Loot Boxes: Is Regulation a Winning Play? [POLICYbrief] - YouTube
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Super Colonial Revolution.
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Loot boxes are items you encounter in a video
game that you don't know exactly what you're
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going to get.
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And there are two basic types.
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Number one are the cosmetic-only type of loot
box where you get something that doesn't necessarily
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help you win the game, but it's something
that changes the way your character looks.
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And then another type of loot box is the kind
of helps you win a game or it gives you an
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advantage during the game play.
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When policymakers recently have taken a look
at loot boxes, what they're looking at are
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loot boxes that actually cost monetary value.
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One of the questions policymakers are grappling
with right now is whether or not loot boxes
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are considered gambling.
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Also, one of the main policy justifications
for regulating loot boxes is the impact it
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has on kids and the ability for kids to spend
money on something they don't necessarily
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know what they're getting into.
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The question for regulators and for policymakers
in general has to be whether government intervention
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is going to cost society more than not intervening
and letting the market take care of the perceived
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negative externality.
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There are a few different types of regulations
that have been proposed for loot boxes.
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The most common one, I would say, and what
you see in a few different state legislatures,
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is a straight ban on loot boxes in games for
kids that are under either 21 or 18.
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Belgium and the Netherlands have actually
considered loot boxes to be gambling, and
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therefore have banned the use of loot boxes.
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FIFA 18, for example, had some loot boxes,
and you can't buy those in the Netherlands
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and in Belgium.
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In the United States, the definition of gambling
appears in state law, mostly.
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Federal law bans illegal gambling, which it
defines as gambling that is illegal in state
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law.
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The definition of gambling tends to be that,
number one, when a person wagers something
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of value, two, on the outcome of an event
over which, three, the individual has no control.
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And number four, and perhaps most importantly,
with the agreement and the understanding that
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they will either receive something of value
or other people will receive something of
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value as a result of that outcome.
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Loot boxes have entertainment value.
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What they don't have within the game is monetary
value that can be spent in the real world.
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And so that's where I think critics of loot
boxes and proponents of loot boxes tend to
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disagree.
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So under current law, loot boxes are not considered
gambling.
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There are attempts now to start regulating
loot boxes as if they're gambling.
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Policymakers have grappled with whether or
not children are being protected adequately.
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The bill Senator Hawley introduced would banned
loot boxes that are sold to children under
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the age of 18.
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It does that by amending the Federal Trade
Commission Act.
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And so what Senator Hawley is trying to do
with this legislation is to declare that the
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sale of loot boxes to kids who are under 18
is necessarily a deceptive act or practice,
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or an unfair act or practice.
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And that the Federal Trade Commission then
has to promulgate regulations kind of defining
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the limits of that ban.
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One of the things policymakers have to decide
is whether the private sector is addressing
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the problem adequately, or if they need to
step in.
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And we've seen this with the ESRB, where the
ESRB is a private sector entity that rates
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games so that parents know what ages the game
content is appropriate for them.
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So that's why we have seen the big gaming
platforms like Xbox and Nintendo require the
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developers on the platform to disclose the
chance somebody has to win.
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But also, the ESRB has stepped up and said,
"One of the labels that you're going to have
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to have on your game if you have loot boxes,
is an indicator that says, 'This game does
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contain loot boxes that cost money.'"
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The loot box issue recalls a lot of different
policy debates that we've seen in the past,
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where policymakers are trying to decide where
the province of parents, where the province
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of family decision making, ends, and where
the state needs to step in.
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