UK Video Game Industry to Limit Children’s Access to Loot Boxes
- 2023-07-18
- 199
The United Kingdom's video game industry has taken a significant step towards responsible gaming by pledging to restrict access to so-called 'loot boxes' for children. These loot boxes, which can be purchased or earned within games, often provide additional in-game features or items to enhance gameplay but have been criticized for promoting addictive and potentially harmful gambling-like behavior.
Rising concerns about the connections between loot boxes and gambling prompted the UK video game industry to act. These digital mystery boxes, offering a random assortment of virtual items, mimic gambling elements, enticing players to spend more on the uncertain promise of rewards. Although the "Royal Society for Public Health" has called for their regulation similar to gambling, they are currently unregulated, intensifying the need for the industry itself to adopt protective measures.
A critical part of the industry's self-regulation plan is the introduction of a new PEGI age rating system. This system will label video games that contain paid random items, alerting parents and children about games with potential gambling-like mechanics. This labelling practice aligns with the industry's aim and comprehensive effort to provide clear and helpful information to players, particularly those who are young and more vulnerable.
The industry has asserted that they are committed to working with the UK government to ensure that robust measures are in place to protect young players. This cooperation has also led to the development of Family Controls, a parental control tool for video games consoles. This will allow parents to manage and control the online purchasing options, thus restricting the influence of in-game purchases and loot boxes on children.
This resolution by the UK's video game industry marks a significant move to address the concerns about the association of loot boxes with gambling and their potential influence on impressionable young minds. It suggests a broader trend towards a more socially-conscious video gaming industry, prioritising the safety and welfare of players while ensuring a safe and enjoyable gaming environment.
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