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Senior officials at the Federal Trade Commission, America’s top consumer watchdog, said Tuesday that they will look more closely at loot boxes — the bundles of digital goods offered to players, often for a fee, that contain random assortments of in-game clothing, abilities or other rewards. Asked by Sen. Maggie Hassan (D-N.H.) to probe the issue at an agency oversight hearing, FTC Chairman Joseph Simons said he would commit to launching a probe. The four other commissioners who testified also indicated their support.
Hassan said she was concerned that loot boxes have become endemic in the gaming industry and that by enticing players to spend ever increasing amounts of money rolling for random loot the practice showed a “close link to gambling.” “Children may be particularly susceptible to engaging with these in-game purchases, which are often considered integral components of video games,” said Hassan. The list of games containing loot boxes has grown in recent months and includes popular titles, such as “Fortnite,” “PlayerUnknown’s Battlegrounds” and “FIFA 18.”
[cont.]
https://www.washingtonpost.com/tech...video-game-loot-boxes/?utm_term=.848285f59fee
The trouble is that if you compare loot boxes to proper gambling, you necessarily treat digital video game property as real property. That can have a whole wider range of implications. And to be fair, it is real property to the extent people are willing to pay money for digital items directly.
Interestingly: I used to play one of the very first MUDs ever. I actually recently returned to it. I started when I was a kid....like 14 or something. I kept a binder of things to keep for memory. Mostly printouts of screen scroll, but I also seem to have saved a number of receipts from money orders. Why? Because I sold in-game currency for cash. ~60 cents per platinum kronar. This came handy in late high school and college when I wanted extra weed/booze money, especially since I'd amassed a small fortune by that time. (I suppose lucky for me, I didn't sell enough to have to pay income tax, at least within any given year. )
(These days, the rate appears to be ~35-40 bucks per 10,000 plat. Talk about inflation).
More recently, there was DIII with the real money auction house. In a very real sense, non-physical non-intellectual property functions like tangible personal property.
Loot boxes are a sort of flip-side of that with an element of risk thrown in. They're said to "enhance" the gaming experience, but how is that any different in a fundamental sense than saying the in-game coins I sold enhanced the buyers' experience, or that buying a super-fancy BIS weapon in DIII enhanced the buyer's experience? (I bring up 'enhance' because that's the distinction drawn by the industry later in the article. I can only quote so much under fair use)
The only real difference is the risk, which makes it more akin to gambling than merely selling a digital good directly. And I find it quite strange that their line is specifically that the boxes "have no real world value". That's a direct quote.
Senior officials at the Federal Trade Commission, America’s top consumer watchdog, said Tuesday that they will look more closely at loot boxes — the bundles of digital goods offered to players, often for a fee, that contain random assortments of in-game clothing, abilities or other rewards. Asked by Sen. Maggie Hassan (D-N.H.) to probe the issue at an agency oversight hearing, FTC Chairman Joseph Simons said he would commit to launching a probe. The four other commissioners who testified also indicated their support.
Hassan said she was concerned that loot boxes have become endemic in the gaming industry and that by enticing players to spend ever increasing amounts of money rolling for random loot the practice showed a “close link to gambling.” “Children may be particularly susceptible to engaging with these in-game purchases, which are often considered integral components of video games,” said Hassan. The list of games containing loot boxes has grown in recent months and includes popular titles, such as “Fortnite,” “PlayerUnknown’s Battlegrounds” and “FIFA 18.”
[cont.]
https://www.washingtonpost.com/tech...video-game-loot-boxes/?utm_term=.848285f59fee
The trouble is that if you compare loot boxes to proper gambling, you necessarily treat digital video game property as real property. That can have a whole wider range of implications. And to be fair, it is real property to the extent people are willing to pay money for digital items directly.
Interestingly: I used to play one of the very first MUDs ever. I actually recently returned to it. I started when I was a kid....like 14 or something. I kept a binder of things to keep for memory. Mostly printouts of screen scroll, but I also seem to have saved a number of receipts from money orders. Why? Because I sold in-game currency for cash. ~60 cents per platinum kronar. This came handy in late high school and college when I wanted extra weed/booze money, especially since I'd amassed a small fortune by that time. (I suppose lucky for me, I didn't sell enough to have to pay income tax, at least within any given year. )
(These days, the rate appears to be ~35-40 bucks per 10,000 plat. Talk about inflation).
More recently, there was DIII with the real money auction house. In a very real sense, non-physical non-intellectual property functions like tangible personal property.
Loot boxes are a sort of flip-side of that with an element of risk thrown in. They're said to "enhance" the gaming experience, but how is that any different in a fundamental sense than saying the in-game coins I sold enhanced the buyers' experience, or that buying a super-fancy BIS weapon in DIII enhanced the buyer's experience? (I bring up 'enhance' because that's the distinction drawn by the industry later in the article. I can only quote so much under fair use)
The only real difference is the risk, which makes it more akin to gambling than merely selling a digital good directly. And I find it quite strange that their line is specifically that the boxes "have no real world value". That's a direct quote.
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