achpatentdocumentwasreadandallreferences to ‘spend∗‘, ‘money’, ‘purchas∗‘, ‘microtransaction’, and‘currency’wereidentified
video game patents use the words "microtransaction" and "currency"
achpatentdocumentwasreadandallreferences to ‘spend∗‘, ‘money’, ‘purchas∗‘, ‘microtransaction’, and‘currency’wereidentified
video game patents use the words "microtransaction" and "currency"
therehas been limited industry acknowledgement of its responsibilitiesconcerning harms associated with gaming products
video game companies don't speak on the danger of their business models
oungpeopleaged8–17yearshadmadein-gamepurchases in the previous 12-month period
Young children and teenagers are common spenders on video game microtransactions
Valvewasorderedtopay$3millioninpenalties.
$3 million dollars is not much of a loss for a big game company
he Chinese government passedlegislationin2016thatrequiredgamedeveloperstodisclosetheoddsofreceivingcertainitemsfromlootboxestoassistplayerstomakemoreinformed decisions
China is more strict on game companies then America
searchingthecompany'splayermetricstoidentifyhighlyactiveplayersandthendevelopingmonetizedin-gamecontenttailoredandofferedtotheseplayers.
game companies gather information on players and tailor sales towards them
In legal proceedings in the United States where claimantshave argued that they experienced harms resulting from ‘financiallosses’ due to microtransactions, the assumption that the gaming ac-tivity involved ‘gambling’ has consistently been rejected, notwith-standing a recent Washington case involving the social casino gameseriesBigFishCasino
The U.S has not associated video game micro transactions with gambling
designed to encourage users to make ‘in-game pur-chases’or‘microtransactions’,whichinvolvesspendingmoney,usuallyin small amounts (e.g., between $1 and $5), to access (or have thepossibilityofaccessing)virtualitemsorcurrencywithinthegame
games promote the incremental spending of money for virtual items or the possibility of having said items