A4 Refereed article in a conference publication
Is Simulating Casino Environments in Video Games Worse than Gambling with Loot Boxes? The Case of the Removed Pokémon Game Corner
Authors: Laato S
Editors: Jani Koskinen, Minna Rantanen, Anne-Marie Tuikka, Sari Knaapi-Junnila
Conference name: Conference on Technology Ethics
Publication year: 2020
Journal: CEUR Workshop Proceedings
Book title : Proceedings of the Conference on Technology Ethics, Turku, Finland, October, 21, 2020
Series title: CEUR Workshop Proceedings
Volume: 2737
First page : 99
Last page: 109
ISSN: 1613-0073
Web address : http://ceur-ws.org/Vol-2737/SP_1.pdf
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/51121111
Abstract. This study focuses on the effectiveness of video game age ratings to
take into account gambling. As a case example, we look at games in the Pokémon
franchise where a casino-resembling “game corner” was either completely
removed or its features were cut in order to abide by the PEGI (Pan-European
Game Information) age rating rules. We argue that the removal of the game
corner or its features is tied to an outdated idea of what gambling is, and is
focused on removing associations to traditional forms of gambling rather than
removing actual modern forms of gambling, such as loot boxes, from games. We
address the difficulty of objectively identifying game mechanics that are linked
to gambling and discuss the alternative measures game age raters can take to
detect and identify gambling in video games. Finally, we discuss the ethical
responsibility of game designers in creating gameplay for children that
encourages gambling.
Downloadable publication This is an electronic reprint of the original article. |