Gambling in computer games

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As gambling in computer games addressing the underlying use of gambling elements is in computer games understood. This has often been criticized in the media and politically in recent years, but it also leaves many legal questions unanswered and legal gray areas .

species

Gambling in computer games is to be differentiated from the online casino or online slot machine , which is clearly marked, categorized and directly identifiable as a game of chance in contrast to computer games.

In addition to the official gambling elements in games, game items are also traded on external sites via betting and gambling systems. In English-speaking countries, skin gambling is also used here . A well-known representative of this is the game Counter-Strike: Global Offensive . Against these betting and games of chance, action was taken in part by gaming platforms and by laws.

Structure and features

Games of chance in computer games are often based on the games-as-a-service and / or free-to-play model, in which, for example, loot boxes or raffles are offered to keep random special game items and skins . These offer the player either a considerable advantage over other players ( “  pay-to-win ) or can become an addiction simply because of their collector's value . Since the games are mostly free or have already been purchased and have their own play money currency, new players usually only notice the hidden costs later and players are only tempted to make in-game purchases via micro transactions with real money when they are committed to the game make. In-game purchases now make up a large part of game sales, of which loot boxes and other random systems are an important part.

Many computer games with a high proportion of gambling appear as mobile games , browser games and casual games and are therefore less complex than current computer games, but can be played at any time and encourage the player to continue playing through pop-up messages and notifications in the Notification panel .

Criticism and protection of minors

With their colorful design and ease of use, games of chance for mobile devices often appeal to many children and young people who are particularly prone to gambling addiction. The protection of minors is often bypassed here and the computer games make it appear that they are not a game of chance or that they only have this aspect as an optional gaming aspect. Gambling can often result in a considerable advantage over normal gambling, which makes gambling so tempting for players. Purchases can be processed quickly through in-app purchases , which means that children can easily make purchases and the costs must be borne by the parents ( parental liability ). Due to their easy accessibility, they can become a gateway drug.

For this reason, some games have been or are being checked by the media authorities or indexed and banned in some countries. Well-known games with a gambling debate are Coin Master , Fortnite , Grand Theft Auto V with the casino update, and FIFA .

Age rating and labeling

Pan European Game Information (PEGI) gambling symbol

Computer games with or depicting gambling elements are identified by the Pan European Game Information (PEGI) with a corresponding symbol and are released from 12 years of age at the earliest. The entertainment software self-regulation (USK) says that simulated gambling in computer games is not comparable to real gambling and therefore has no effect on the age rating . It only becomes critical when you can also use real money. An online casino with real money stakes is prohibited in Germany.

Addiction problem

A gambling addiction is the computer game addiction delineate. Nevertheless, there are psychological similarities to pathological gaming in computer game addiction, such as the need to constantly maximize profits, which lead to the addiction. Online gambling can also overlap with internet addiction .

literature

  • Ingo Fiedler, Lennart Ante, Fred Steinmetz: The Convergence of Gaming and Gambling: A Supply-Side Market Analysis with Recommendations on Legal Policy. Springer, 2018, ISBN 978-3-658-22748-7 , doi: 10.1007 / 978-3-658-22749-4 .
  • James Sanders, Robert Williams: The Relationship Between Video Gaming, Gambling, and Problematic Levels of Video Gaming and Gambling. In: Journal of Gambling Studies 35, 2019, pp. 559–569, doi: 10.1007 / s10899-018-9798-3 .
  • Jessica McBride, Jeffrey Derevensky: Gambling and video game playing among youth. In: Journal of Gambling Issues, 34, 2016, pp. 156–178, doi: 10.4309 / jgi.2016.34.9 (free access).
  • Rina Gupta, Jeffrey L. Derevensky: The relationship between gambling and video-game playing behavior in children and adolescents. In: Journal of Gambling Studies, 12, 1996, pp. 375-394, doi: 10.1007 / BF01539183 .

Individual evidence

  1. a b Bigna Fink: Gambling on the Internet: From Gaming to Gambling . In: The daily newspaper: taz . August 16, 2016, ISSN  0931-9085 ( taz.de [accessed October 16, 2019]).
  2. Skin betting - British Gambling Commission warns against skin gambling among children. Retrieved October 16, 2019 .
  3. Alex Wawro: Valve calls on 23 Counter-Strike gambling hubs to cease & desist. Accessed March 7, 2020 (English).
  4. ^ Sarah James: The Native American Quinault Nation has filed a lawsuit against Valve over gambling. In: PC Gamer. April 16, 2019, accessed March 7, 2020 (American English).
  5. Gambling for virtual equipment in games. Retrieved March 7, 2020 .
  6. ^ Vinzenz Neumaier, Marcus Rohwetter: Computer games: Ripped off when shooting . In: The time . September 11, 2018, ISSN  0044-2070 ( zeit.de [accessed October 16, 2019]).
  7. Max Doll: Gambling in Games: Apps offer children legal access to slot machines. Retrieved October 16, 2019 .
  8. Timo Stukenberg: Gambling: The border to gaming is dwindling . February 10, 2018 ( welt.de [accessed October 16, 2019]).
  9. Denis Gießler: In-game purchases: Like surprise eggs that are broke and addictive . In: The time . July 25, 2019, ISSN  0044-2070 ( zeit.de [accessed October 16, 2019]).
  10. Games economy: Suspected gambling: State media authorities check Lootbox ban. In: GamesWirtschaft.de. February 5, 2018, accessed on October 16, 2019 (German).
  11. Süddeutsche Zeitung: Lootboxes: How manufacturers gamble off computer players. Retrieved October 16, 2019 .
  12. heise online: Federal Testing Office: Indexing procedure for the "Coin Master" app. Retrieved October 16, 2019 .
  13. Fortnite: Analyst thinks Fortnite's business model is "brilliant". May 29, 2018, accessed October 16, 2019 .
  14. ^ Andreas Stegmüller: Gambling: GTA Online casino update banned in many countries. Retrieved October 16, 2019 .
  15. FUT & Lootboxes: FIFA 20 is not Pay2Win - says EA. September 27, 2019, accessed October 16, 2019 .
  16. WORLD: Fifa 20: Gambling for minors - Lootbox system under criticism . September 25, 2019 ( welt.de [accessed October 16, 2019]).
  17. Loot boxes: USK explains why gambling has no influence on the age rating. September 7, 2019, accessed October 16, 2019 .
  18. Karl Mann: Behavioral Addictions: Basics, Diagnostics, Therapy, Prevention . Springer-Verlag, 2014, ISBN 978-3-642-38364-9 , pp. 156 ff . ( google.de [accessed on October 16, 2019]).
  19. Klaus Wölfling, Christina Jo, Isabel Bengesser, Manfred E. Beutel, Kai W. Müller: Computer game and Internet addiction : A cognitive-behavioral treatment manual . Kohlhammer Verlag, 2012, ISBN 978-3-17-027466-2 ( google.de [accessed on October 16, 2019]).