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

  • Leon Y. Xiao
    ,
  • Laura L. Henderson
  • Durham University
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Open access

Publication Information

Output type

Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 177–192

Journal (Volume, Issue Number)

International Journal of Mental Health and Addiction (Volume 19)

Publication milestones

  • E-pub ahead of print - 18/12/2019
  • Published - 01/02/2021

Publication status

Published - 01/02/2021

ISSN

1557-1874

Publication IDs

  • Scopus: 85077051057

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.

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