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Published in: International Journal of Mental Health and Addiction 1/2021

Open Access 01-02-2021 | Commentary

Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro

Authors: Leon Y. Xiao, Laura L. Henderson

Published in: International Journal of Mental Health and Addiction | Issue 1/2021

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Abstract

King and Delfabbro (2019b) proposed the adoption of social responsibility measures to combat predatory monetisation in video games, such as loot boxes. This paper rectifies a game example mistakenly used by King and Delfabbro and provides further game examples to illustrate, critique and extend the proposed measures. This paper argues that the proposed measures are unlikely to be widely adopted by the video game industry, given the industry’s economic interests in the continued unhindered implementation of predatory monetisation, their preference for continued ‘self-regulation’ and their past resistance against potential regulation. With reference to South Korean law, this paper explores the possibility of codifying and enforcing the proposed measures as law and argues that overly paternalistic regulations are insensible and impractical. This paper recommends the use of regulatory nudging to encourage video game companies through incentives, such as discretionary grants and tax relief schemes, to adopt the proposed social responsibility measures and develop towards an ethical game design framework.
Footnotes
1
For example, ‘Orbs’ in Fire Emblem Heroes (Intelligent Systems 2017), ‘Mirian’ and ‘Gold’ in Middle-earth: Shadow of War (Monolith Productions 2017) and ‘Drachmae’ in Assassin's Creed: Origins (Ubisoft 2017).
 
2
USD$50, according to Drummond et al. (2019, p. 935), which is capable of protecting risky gamblers, and beyond which spending would be deemed objectively questionable. Note King and Delfabbro’s response (2019a) that sole reliance on such a measure to address predatory monetisation would be inadequate.
 
3
An example game that has successfully relied upon planned de facto obsolescence of physical loot box items for over two and half decades (Xiao 2019b, pp. 3–4) is Magic: The Gathering (Wizards of the Coast 1993).
 
4
‘Rational’ insofar as the player is assumed to be seeking the maximisation of expected value.
 
5
Namely, Belgium and the Netherlands.
 
6
See also the debate on setting a loot box spending limit between Drummond, Sauer, and Hall (2019) and King and Delfabbro (2019a).
 
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Metadata
Title
Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro
Authors
Leon Y. Xiao
Laura L. Henderson
Publication date
01-02-2021
Publisher
Springer US
Published in
International Journal of Mental Health and Addiction / Issue 1/2021
Print ISSN: 1557-1874
Electronic ISSN: 1557-1882
DOI
https://doi.org/10.1007/s11469-019-00164-4

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