
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.
LawArXiv|Social and Behavioral Sciences, QA75, bepress|Arts and Humanities|Film and Media Studies, LawArXiv|Arts and Humanities|Art and Design, bepress|Social and Behavioral Sciences|Economics, 170, bepress|Law|Science and Technology Law, HN, bepress|Law|Gaming Law, HM, LawArXiv|Law|Science and Technology Law, LawArXiv|Arts and Humanities|Art and Design|Interactive Arts, LawArXiv|Law|Consumer Protection Law, LawArXiv|Arts and Humanities|Art and Design|Game Design, Microtransactions, BJ, bepress|Arts and Humanities|Art and Design|Interactive Arts, LawArXiv|Social and Behavioral Sciences|Economics, bepress|Law|Internet Law, LawArXiv|Arts and Humanities, LawArXiv|Arts and Humanities|Film and Media Studies, bepress|Law|Consumer Protection Law, Addictive game design, bepress|Arts and Humanities|Art and Design, LawArXiv|Arts and Humanities|Film and Media Studies|Other Film and Media Studies, Video game regulation, LawArXiv|Law, bepress|Law, LawArXiv|Social and Behavioral Sciences|Economics|Behavioral Economics, bepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studies, LawArXiv|Law|Internet Law, bepress|Arts and Humanities|Art and Design|Game Design, Loot boxes, bepress|Social and Behavioral Sciences|Economics|Behavioral Economics, bepress|Law|Computer Law, bepress|Social and Behavioral Sciences, LawArXiv|Law|Computer Law, Predatory monetisation, bepress|Arts and Humanities, LawArXiv|Law|Gaming Law, Ethical game design
LawArXiv|Social and Behavioral Sciences, QA75, bepress|Arts and Humanities|Film and Media Studies, LawArXiv|Arts and Humanities|Art and Design, bepress|Social and Behavioral Sciences|Economics, 170, bepress|Law|Science and Technology Law, HN, bepress|Law|Gaming Law, HM, LawArXiv|Law|Science and Technology Law, LawArXiv|Arts and Humanities|Art and Design|Interactive Arts, LawArXiv|Law|Consumer Protection Law, LawArXiv|Arts and Humanities|Art and Design|Game Design, Microtransactions, BJ, bepress|Arts and Humanities|Art and Design|Interactive Arts, LawArXiv|Social and Behavioral Sciences|Economics, bepress|Law|Internet Law, LawArXiv|Arts and Humanities, LawArXiv|Arts and Humanities|Film and Media Studies, bepress|Law|Consumer Protection Law, Addictive game design, bepress|Arts and Humanities|Art and Design, LawArXiv|Arts and Humanities|Film and Media Studies|Other Film and Media Studies, Video game regulation, LawArXiv|Law, bepress|Law, LawArXiv|Social and Behavioral Sciences|Economics|Behavioral Economics, bepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studies, LawArXiv|Law|Internet Law, bepress|Arts and Humanities|Art and Design|Game Design, Loot boxes, bepress|Social and Behavioral Sciences|Economics|Behavioral Economics, bepress|Law|Computer Law, bepress|Social and Behavioral Sciences, LawArXiv|Law|Computer Law, Predatory monetisation, bepress|Arts and Humanities, LawArXiv|Law|Gaming Law, Ethical game design
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 26 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
