Is Simulating Casino Environments in Video Games Worse than Gambling with Loot Boxes? The Case of the Removed Pokémon Game Corner




Laato S

Jani Koskinen, Minna Rantanen, Anne-Marie Tuikka, Sari Knaapi-Junnila

Conference on Technology Ethics

2020

CEUR Workshop Proceedings

Proceedings of the Conference on Technology Ethics, Turku, Finland, October, 21, 2020

CEUR Workshop Proceedings

2737

99

109

1613-0073

http://ceur-ws.org/Vol-2737/SP_1.pdf

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corner or its features is tied to an outdated idea of what gambling is, and is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.


Last updated on 2024-26-11 at 15:09