8 Matching Annotations
  1. Jan 2020
    1. achpatentdocumentwasreadandallreferences to ‘spend∗‘, ‘money’, ‘purchas∗‘, ‘microtransaction’, and‘currency’wereidentified

      video game patents use the words "microtransaction" and "currency"

    2. 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

    3. oungpeopleaged8–17yearshadmadein-gamepurchases in the previous 12-month period

      Young children and teenagers are common spenders on video game microtransactions

    4. he Chinese government passedlegislationin2016thatrequiredgamedeveloperstodisclosetheoddsofreceivingcertainitemsfromlootboxestoassistplayerstomakemoreinformed decisions

      China is more strict on game companies then America

    5. searchingthecompany'splayermetricstoidentifyhighlyactiveplayersandthendevelopingmonetizedin-gamecontenttailoredandofferedtotheseplayers.

      game companies gather information on players and tailor sales towards them

    6. 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

    7. 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

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