Author Topic: Immersive and Addictive technologies  (Read 277 times)

Offline Starfox

  • Master Keeper
  • Totally Awesome Member - Won A Cookie!
  • *****
  • Posts: 2599
  • Did anybody see my lenses?
    • The Foxhole
Immersive and Addictive technologies
« on: September 13, 2019, 02:34:21 PM »
A UK parliamentary commission just finalized their report about Immersive and Addictive technologies which include games, Virtual Reality and other technologies in which users are actively engaged (as opposed to passively for movies or TV). This report among numerous things also address the problem represented by game "after sale" monetization (loot boxes, micro-transaction and the like). The report will be used by the UK to determine what laws should be applied to these mechanics-- if any (the report itself recommends a strict regulation for games that can be played by children, including the ban of any monetization mechanics).

Among others I found those paragraphs interesting:

10. We thank all those who shared their knowledge and experiences with us during the inquiry, especially those who have been open and frank about the negative consequences that these technologies have had on them or their loved ones. We also thank our Specialist Advisers to the inquiry, Professor Anna Cox and Dr Charles Kriel, for their invaluable insights and expertise, which helped us to grapple with the complexities of these technologies and the vague and opaque information we sometimes received from the companies behind them.

11. In contrast, we were struck by how difficult it was to get full and clear answers from some of the games and social media companies we spoke to and were disappointed by the manner in which some representatives engaged with the inquiry. We felt that some representatives demonstrated a lack of honesty and transparency in acknowledging what data is collected, how it is used and the psychological underpinning of how products are designed, and this made us question what these companies have to hide. It is unacceptable that companies with millions of users, many of them children, should be so ill-equipped to discuss the potential impacts of their products.

12. Having struggled to get clear answers and useful information from companies across the games industry in particular, we hope that our inquiry and this report serve to focus all in the industry—particularly large, multinational companies whose games are played all over the world—on their responsibilities to protect their players from potential harms and to observe the relevant legal and regulatory frameworks in all countries their products reach.

I didn't put that last paragraph in bold, it was already in bold in the report. The full report is available here. For those who want to read only the part relevant to in game monetization, I suggest to read directly chapter 3 "Financial harms of immersive technologies".
« Last Edit: September 13, 2019, 02:56:52 PM by Starfox »

Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -- A. Einstein