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




TekijätLaato S

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

Konferenssin vakiintunut nimiConference on Technology Ethics

Julkaisuvuosi2020

JournalCEUR Workshop Proceedings

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

Sarjan nimiCEUR Workshop Proceedings

Vuosikerta2737

Aloitussivu99

Lopetussivu109

ISSN1613-0073

Verkko-osoitehttp://ceur-ws.org/Vol-2737/SP_1.pdf

Rinnakkaistallenteen osoitehttps://research.utu.fi/converis/portal/detail/Publication/51121111


Tiivistelmä

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corner or its features is tied to an outdated idea of what gambling is, and is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


Ladattava julkaisu

This is an electronic reprint of the original article.
This reprint may differ from the original in pagination and typographic detail. Please cite the original version.





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