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Home / NewTech / Is the day the industry finally expects the game mechanics for UK-reviewed video games? – Technology News, Firstpost

Is the day the industry finally expects the game mechanics for UK-reviewed video games? – Technology News, Firstpost



The video game industry has spent much of its time under fire in the last two years. While part of it is admittedly unfair, like the (thoroughly debunked) connection that is often drawn by certain political leaders between violent video games and mass shootings in the United States, other charges are made, such as the industry becoming increasingly unethical, predatory and possibly using illegal practices Profitability practices seem to have far more weight.

The inclusion of highly controversial random-based mechanisms such as loot crates, which have been widely criticized by many for giving gamemakers the ability to target children with psychologically manipulative tactics that promote compulsive gambling. Similar behavior has been extensively studied worldwide. If you want to know what loot boxes are and why many regulators and legislators are affected, you should look at this statement from last year.

  Game mechanics Is the day when the industry finally expects the video games in the UK?

If FIFA and Electronic Arts appear frequently in the report, it's because they're among the worst offenders | FIFA 19 [19659007] The Smoking Gun

While some countries, such as Belgium and the Netherlands, have introduced bans and restrictions on these features, others have responded more slowly. In the meantime, game makers have been extremely resilient to removing these split characteristics, and many have been developing them even more aggressively. If I were a suspicious man, I would think that they want to profit as much as possible before legislation can catch up with and terminate these seemingly unjustifiable practices.

In particular, in 2018, when the United Kingdom was introduced as the first bootbox bans, the game publishers agreed that the lack of a "real" value for the achievable rewards prevented booty boxes from being considered a game of chance.

A follow-up study by the UK Gambling Commission was also carried out This view, although the authors stated that, based on their findings, it is time to expand the scope of existing legislation to include products known as "gambling-like." "Features included. It has also been noted that game makers have not done enough to protect consumers, and several cases have been reported in which players have inadvertently spent hundreds and sometimes thousands of pounds on prey boxes on accounts with a parent's credit card were linked.

and potential future legal issues would require the video game industry to take some time to slow down, look up, and make some necessary and positive changes. Let me show you something. Here's the trailer for launching NBA 2K20 from Publisher 2K games. A game that is considered suitable for three-year-olds.

Public patience with industry diminishes.

While sheer lack of subtlety It looks like 2K, just like Icarus, has flown a bit too close to the sun. A few days ago, the House of Commons Committee on Digital, Culture, Media and Sport published a report on immersive and addictive technologies. As part of their investigation, the committee examined the nature and impact of loot boxes and other random-based mechanisms, and from the point of view of their outcomes, their results are downright harmful.

Crucially, the new report rejects the concept that rewards gambling in games have no real value. This defense was an integral part of the game makers' arguments as to why loot crates and similar mechanisms should not be subject to the rules of the game. The authors claim that the user-perceived value of digital assets was sufficient to cause some users to behave in a manner similar to compulsive gamers and should be treated as such.

A particular focus of the report was on studies that were conducted Evaluate the psychological impact of these products on younger players and how often they deal with such systems. The observed results indicated an association between exposure to game-like traits in games and the development of behavioral characteristics related to play later in life.

"Many games contain features that are very similar to traditional gambling products, without gambling being the main objective of the game. However, there are concerns that exposure to such traits could normalize gambling from a young age. "

" 31% of 11- 16-year-olds have paid or claimed money – play items to open loot boxes … The connection between loot box spending and play problems among teens was more than twice the adult relationship observed. "

An important recommendation of the report is its collaboration with The Pan European Game Information Council (PEGI), an industry council that sets age ratings for all games sold in Europe to mark matches with gambling mechanisms and the age restrictions accordingly to revise. This essentially prevents game publishers with products that include such features from being able to sell their games to children.

According to the report, the game makers were busy developing carefully crafted products that would subtly make people feel compelled to spend money on purchases without having to take responsibility for them appropriate security systems such as daily or hourly limits are introduced to prevent gamblers from spending money accidentally or compulsively. In fact, the report suggests that some games intentionally target and fall prey to people with obsessive buying habits.

The report also criticized the games publishers Electronic Arts and Epic Games, in particular for statements made by representatives of these companies during a hearing in the UK House of Commons in June this year. The report criticized Kerry Hopkins, a vice president of the Electronic Arts legal department (notorious for her failed attempt to rename loot boxes as surprise mechanic ) and others for her lack of honesty and transparency. I think it will It's interesting to see how the industry has to decide not to gamble or just to sell to adults. Your decision would certainly make it very clear where the real money in video games is in today's market. For my money, I feel that many video games prefer to abandon children and get the 18+ rating before they willingly leave loot boxes. But that's just my opinion.

Although the report is quite long, it's easy to read, and all I've mentioned here is just the tip of a depressingly deep iceberg. If you want to know more about the topic, I strongly recommend that you read the entire report to make your own conclusions.

Will that change now?

Well, not yet and not by itself. However, if British lawmakers followed the recommendations of the committee's report, we could see that all gaming mechanisms in games are either completely forbidden or restricted in some ways, and are only available in games that have been rated for a mature audience (18/21 +). , Given that Britain is one of the more business-friendly governments in Europe, such a move is likely to cause other governments to initiate their own investigations, which would likely have similar outcomes across the EU and possibly beyond.

This could even lead to similar legislation in the US, where a bill has already been introduced banning playful mechanisms. If game makers lose the ability to implement these features in games for the US and European markets, and China already has restrictions on random game mechanics, this could essentially wipe out the practice for these three markets together with Japan more than three quarters of the total gaming industry out. (Japan currently does not seem to be in a hurry to introduce its own laws.)

The game publishers and their lobby group The Entertainment Software Association (ESA) quickly launched their own defense calling a possible action premature, as not enough studies to clearly demonstrate harmful relationships between children's behavior and their exposure to game mechanics. This strategy of pointing out the lack of evidence to maintain the status quo has proven its worth in the past, even though it has to be taken into account that there are few quantitative studies because the industry was unwilling to share its data on buying behavior of users.

Someone should probably tell the video game industry that if you make every effort to bury the information you claim, it really does not make you seem innocent. This is especially true as publishers have proposed as a compromise to undertake additional research on this issue as they have the necessary data. What could go wrong?

If game publishers are allowed to conduct research studies to determine whether or not one of their most lucrative sources of income can be considered illegal, we would pretty much ask foxes to find out how safe our chicken coops are … and if If this turn was too agricultural for you, it is as if pharmaceutical companies vouch for the safety of their own products … Oh, wait.

The video game industry has so far managed to defy the odds and stay completely self-governed. However, despite the increasing governmental scrutiny of their business practices and the threat of stringent laws that they impose as a collective, they seem unable or unwilling to convince the public that they can be trusted to act ethically and responsibly Do not take advantage of their customer base at every opportunity as much as possible.

As a lifelong player, I never thought that world governments could be more involved in regulating video games, but these are weird times we live in. For the video game industry, a day of reckoning has taken a long time, and frankly, the most surprising thing is that it took us so long to get here.

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