المقامرة والرهان في العصر الرقمي: صناديق الغنائم في الألعاب الإلكترونية بين الحظر والإباحة
Corresponding Author(s) : أ. أميرة سامي درويش
مجلة القانون والتكنولوجيا ,
مجلد 4 عدد 2 (2024)
الملخص
تمثل الألعاب الإلكترونية صناعة ضخمة تهدف إلى تحقيق الربح. وتعد صناديق الغنائم من وسائل تحقيق الربح التي ابتدعها مطورو الألعاب الإلكترونية. وصندوق الغنائم شيء افتراضي يوجد في البيئة الافتراضية للألعاب الإلكترونية، يفوز من خلاله اللاعب بشيء أو أشياء افتراضية أخرى اعتمادًا على الحظ لا المهارة.
وقد بدأ الفقه في العالم في دراسة هذه الصناديق وطبيعتها. وينادي جانب من الفقه بوجوب خضوع صناديق الغنائم إلى ذات النظام القانوني للمقامرات والرهانات. وهذا ما تبنته بالفعل بعض الدول، بينما رفض البعض الآخر تلك النظرة لصناديق الغنائم.
ويهدف هذا البحث إلى دراسة ظاهرة صناديق الغنائم في الألعاب الإلكترونية لبيان مدى خضوعها لأحكام المقامرة والرهان في القانون المصري ضمن إطار تحليلي مقارن؛ إذ يبدأ البحث بالتعريف بالألعاب الإلكترونية، ثم ينتقل إلى بيان ماهية صناديق الغنائم، وينتهي باستعراض موقف التشريعات المقارنة والتشريع المصري في هذا الشأن.
الكلمات المفتاحية
تنزيل الاقتباسات
Endnote/Zotero/Mendeley (RIS)BibTeX
- قائمة المراجع
- المراجع باللغة العربية
- الكتب
- - عبد الرزاق أحمد السنهوري، الوسيط في شرح القانون المدني: عقد التأمين والمقامرة والرهان والمترتب مدى الحياة، الجزء السابع، المجلد الثاني، تنقيح المستشار أحمد مدحت المراغي، منشأة المعارف بالإسكندرية، 2004.
- - فتحي شمس الدين، الميتافيرس: مستقبل العالم الرقمي، دار النهضة العربية، الطبعة الأولى، القاهرة، 2023.
- - محمد شريف عبد الرحمن أحمد عبد الرحمن، المبادئ الأساسية في عقود الغرر: عقد المقامرة والرهان والمرتب مدى الحياة وعقد التأمين، المكتبة القانونية، الطبعة الأولى، 2000. تم الاطلاع على الكتاب في مكتبة كلية الحقوق بجامعة عين شمس.
- الأبحاث العلمية
- - أسماء عبد المهدي عبد الهادي وردينا إبراهيم حسين، المسابقات في الألعاب الإلكترونية: مفهومها وأحكامها في الفقه الإسلامي، مجلة الجامعة الإسلامية للدراسات الشرعية والقانونية، العدد 27، الإصدار 4، 2019، فلسطين، ص177-206 DOI: http://dx.doi.org/10.33976/iugjsls.v27i4.4404
- - ريم خميس مهدي، التصنيف العالمي للألعاب الإلكترونية، المجلة العربية للتربية النوعية، المجلد الرابع، العدد 13، مايو 2020 DOI: 10.33850/ejev.2020.73497
- التقارير
- - تقرير اللجنة المشتركة من لجنة التعليم والبحث العلمي والاتصالات وتكنولوجيا المعلومات ومكاتب لجان: الشئون الدستورية، والتشريعية، والشئون المالية والاقتصادية والاستثمار، والثقافة والسياحة والآثار والإعلام، دراسة عن موضوع "الألعاب الإلكترونية واقتصاداتها وصناعتها والمخاطر والتحديات والفرص المتعلقة بها"، دراسة مقدمة إلى مجلس الشيوخ في الفصل التشريعي الأول، دور الانعقاد العادي الرابع، 2024.
- الأحكام القضائية
- - محكمة النقض، الطعن رقم 1601 لسنة 27 ق، تاريخ الجلسة 18 / 2 / 1958.
- - محكمة النقض، الطعن رقم 907 لسنة 33 ق، تاريخ الجلسة 16 / 12 / 1963.
- - محكمة النقض، الطعن رقم 961 لسنة 33 ق، تاريخ الجلسة 30 / 12 / 1963.
- - محكمة النقض، الطعن رقم 16823 لسنة 61ق، تاريخ الجلسة 3/11/1996.
- فتاوى مجلس الدولة
- - الفتوى رقم 136 لسنة 1956 بتاريخ 28/6/1956. DOI: https://doi.org/10.1108/eb032684
- - الفتوى رقم 1090 لسنة 1997 بتاريخ 1/10/1997.
- المراجع باللغة الإنجليزية
- Books
- - G. David and Gaetano Dimita, Mastering the Game: Business and Legal Issues for Video Game Developers - A Training Tool, (Geneva: World Intellectual Property Organization, 2022).
- - G. Paul, The Complete History of Computer and Video Games (Emap Images 1996).
- - J. W. Brian, The Video Game Textbook (CRC Press, Second Edition, Boca Raton, 2023).
- - N. Randy, The Video Game Business (British Film Institute, London, 2014).
- - N. Philip and others, ‘Loot Boxes: Gambling-Like Mechanics in Video Games’, Encyclopedia of Computer Graphics and Games (Springer, 2021).
- - O. Hakan, Heterogeneous Development Paths to Growth and Innovation: The Evolution of the Video Game Industry across Four Hubs (World Intellectual Property Organization (WIPO), Economic Research Working Paper Series No. 84, April 2024).
- - R. Anxo, The Legal Status of Video Games: Comparative Analysis in National Approaches, (World Intellectual Property Organization, Geneva, 2013).
- - S. Apostolos, Games of History: Games and Gaming as Historical Sources (Taylor & Francis, 2021(.
- - S.L Ashley and Robert D. Brain, Computer and Video Game Law: Cases, Statutes, Forms, Problems & Materials (Carolina Academic Press, North Carolina, United States of America 2009).
- Theses
- - A. Erik and Gustav Eriksson, ‘Understanding the business model in the video game industry: a case study on an independent video game developer’ (Master thesis, Jonkoping University 2019).
- - E. Wian, ‘Property in Virtual Worlds’ (PhD thesis, Stellenbosch University, December 2012).
- - J. Jesper, ‘A Clash between Game and Narrative’ (Master’s thesis, University of Copenhagen February 1999).
- - P. Przemysla, ‘Virtual Property: Towards a General Theory’ (PhD diss, European University Institute, 20 December 2017).
- Papers
- - A. Brett, ‘Gambling vs. Gaming: A Commentary on the Role of Regulatory, Industry, and Community Stakeholders in the Loot Box Debate’ (2018). Available at SSRN: https://ssrn.com/abstract=3129811 or http://dx.doi.org/10.2139/ssrn.3129811
- - B. Peter and Richard Raysman, ‘Property Rights in Cyberspace Games and Other Novel Legal Issues in Virtual Property’ (2006) 2 The Indian Journal of Law and Technology 87-105. DOI: 10.55496/ZBLK5603. Available at: https://repository.nls.ac.in/ijlt/vol2/iss1/4 DOI: https://doi.org/10.55496/ZBLK5603
- - C. Allen, ‘A practical look at Virtual Property’ (2006) 80 St. John's Law Review 1059-1090. Available at: https://scholarship.law.stjohns.edu/lawreview/vol80/iss3/6/
- - C. M and E van der Westhuzie, ‘Regulation of Video Gaming Loot Boxes: Lessons for South Africa from Abroad’ (2023) 26 PER/PELJ. DOI http://dx.doi.org/10.17159/1727-3781/2023/v26i0a13364 DOI: https://doi.org/10.17159/1727-3781/2023/v26i0a13364
- - C. Xiaowei and others, ‘A grounded theory approach to understanding in-game goods purchase’ (2022) 17 PLoS ONE. DOI:
- https://doi.org/10.1371/journal.pone.0262998 DOI: https://doi.org/10.1371/journal.pone.0262998
- - D. Julian, ‘Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games’ (2016) 18(3) Vanderbilt Journal of Entertainment & Technology Law 419-465 Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2/
- - D. Leahy, ‘Rocking the Boat: Loot Boxes in Online Digital Games, the regulatory challenge, and the EU’s Unfair Commercial Practices Directive’ (2022) 45 Journal of Consumer Policy 561-592, Doi: https://doi.org/10.1007/s10603-022-09522-7 DOI: https://doi.org/10.1007/s10603-022-09522-7
- - D. Stephanie and others, ‘The Case for Uniform Loot Box Regulation: A New Classification Typology and Reform Agenda’ (2021) 46 Journal of Gambling Issues 302-332. DOI: 10.4309/jgi.2021.46.15 DOI: https://doi.org/10.4309/jgi.2021.46.15
- - E. Nicolas, ‘A Short and Simple Definition of What a Videogame Is’ (Digital Games Research Conference, Canada, 2005). Available at: https://dblp.uni-trier.de/db/conf/digra/digra2005.html#Esposito05a
- - E. Sheldon, ‘Pandora’s Loot Box’ (2022) 90 George Washington Law Review, St. John's Legal Studies Research Paper 376-444, Available at SSRN: https://ssrn.com/abstract=3733910 or http://dx.doi.org/10.2139/ssrn.3733910
- - E. Wian, ‘Introduction to Virtual Property: Lex Virtualis IPSA Loquitur’ (2015) 18 Potchefstroom Electronic Law Journal 2525-2559. DOI: http://dx.doi.org/10.4314/peli.v18i7.04 DOI: https://doi.org/10.4314/pelj.v18i7.04
- - F. Joshua, ‘Virtual Property’ (2005) 85 Boston University Law Review 1047-1102. Available at: https://www.repository.law.indiana.edu/facpub/1787
- - G. Darius, ‘From Gachapon to Video Game DLC: A Brief History of Loot Boxes, Gambling and the Law’ (2022) Saul Ewing. Available at: https://www.saul.com/sites/default/files/documents/2023-11/40571568-v1-From%20Gachapon%20To%20Video%20Game%20DLC_%20A%20Brief%20History%20of%20Loot%20Boxes%20Gambling%20and%20the%20Law%20-%20Sept.%2028%202022.pdf
- - H. Richard, ‘Understanding "Gold Farming" and Real-Money Trading as the Intersection of Real and Virtual Economies.’ (2010) 2(4) Journal of Virtual Worlds Research. DOI: https://doi.org/10.4101/jvwr.v2i4.868 DOI: https://doi.org/10.4101/jvwr.v2i4.868
- - K. Ardi Wardana and others, ‘Critical Analysis of Consumer Protection in “Lootbox” Virtual Transaction System in Indonesia’ (2020) 4 URLAM Law Review 138-144. DOI: 10.29303/ulrev.v4i2.87 DOI: https://doi.org/10.29303/ulrev.v4i2.87
- - L. Baptista Advogados, ‘Doing Business in Brazil: Gaming Industry’ (2023) Bluz. Available at: https://baptistaluz.com.br/en/wp-content/uploads/sites/2/2023/11/BLUZ_230508_PD_ebook_Doing-Business-In-Brazil-Games_EN_v6.pdf
- - P. Seppy, ‘Experience of Legal Regulation of Lootboxes in Different Countries: A Comparative Analysis’ (2024), 2 Journal of Digital Technologies and Law 345-371. DOI: https://doi.org/10.21202/jdtl.2024.18 DOI: https://doi.org/10.21202/jdtl.2024.18
- - R. Amir Asadi and Reza Hemadi, ‘Understanding Virtual Currencies in Video Games: A Review’ (2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC), 2018). DOI: 10.1109/DGRC.2018.8712047 DOI: https://doi.org/10.1109/DGRC.2018.8712047
- - W. Dmitri, ‘Structure and Competition in the U.S. Home Video Game Industry’ (2002) 4 (1) International Journal on Media Management 41-54. DOI: https://doi.org/10.1080/14241270209389979 DOI: https://doi.org/10.1080/14241270209389979
- - W. Meng, ‘Online Games Virtual Products – Transaction and Value’ (2018) 236 Advances in Social Science, Education and Humanities Research 340-247. DOI: 10.2991/meess-18.2018.63 DOI: https://doi.org/10.2991/meess-18.2018.63
- - X. Leon, ‘Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach’ (2021) 4 Interactive Entertainment Law Review. DOI: https://doi.org/10.4337/ielr.2021.01.02 DOI: https://doi.org/10.4337/ielr.2021.01.02
- - X. Leon, Laura L. Henderson, Yuhan Yang, and Philip W. S. Newall. ‘Gaming the System: Suboptimal Compliance with Loot Box Probability Disclosure Regulations in China.’ (2024) 8(3) Behavioural Public Policy 590–616. https://doi.org/10.1017/bpp.2021.23. DOI: https://doi.org/10.1017/bpp.2021.23
- - X. Yi and Liang Guo, ‘Virtual Property Trade in Online Games’ (2013). Available at: https://sics.haas.berkeley.edu/pdf_2013/xg.pdf
- - Z. Tongyu, ‘Application of VR Technology in Games’ (Proceedings of the 2023 International Conference on Data Science, Advanced Algorithm and Intelligent Computing, Atlantis Press, 2024) 389-394. DOI: 10.54097/hset.v39i.6558
- Reports
- - Consumer Financial Protection Bureau, ‘Banking in video games and virtual worlds report’ (2024). Available at: https://files.consumerfinance.gov/f/documents/cfpb_banking-in-video-games-and-virtual-worlds_2024-04.pdf
- - Gaming Commission, ‘Research Report on Loot Boxes’ (2018). Avaliable at: https://gamingcommission.be/sites/default/files/2021-08/onderzoeksrapport-loot-boxen-Engels-publicatie.pdf
- - Newzoo, ‘Global Games Market Report’, Free version, (October 2023). Available at: https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version
- - The Business Research Company, ‘Online Microtransaction Global Market Report’ (2024). Available at: https://www.researchandmarkets.com/report/online-microtransaction?srsltid=AfmBOopQsafAUa5GkoiRPIZnamEitgW_wkSxPLlvThZOfy0N4ph6ERqB
- المواقع الإلكترونية Electronic Websites
- - الهيئة العامة لتنظيم الإعلان، السعودية، التصنيف العمري، https://www.gamr.gov.sa/pages/32
- - ما هو التنصيف العمري؟ الإمارات العربية المتحدة، https://mcy.gov.ae/en/wp-content/uploads/sites/2/2022/09/%D9%86%D8%B8%D8%A7%D9%85-%D8%A7%D9%84%D8%AA%D8%B5%D9%86%D9%8A%D9%81-%D8%A7%D9%84%D8%B9%D9%85%D8%B1%D9%8A-Age-rating-system.pdf
- - محمد خليف، نائب رئيس الاتحاد المصري للألعاب الإلكترونية في لقاء تليفزيوني ببرنامج حديث القاهرة على قناة القاهرة والناس، يناير 2024، https://www.youtube.com/watch?v=YRDS66g3kAY.
- - صناديق الغنائم: فك لغز صناديق الغنائم في الألعاب الافتراضية، فاستركابيتال، 16 يونيو 2024. https://fastercapital.com/arabpreneur/%D8%B5%D9%86%D8%A7%D8%AF%D9%8A%D9%82-%D8%A7%D9%84%D8%BA%D9%86%D8%A7%D8%A6%D9%85--%D9%81%D9%83-%D9%84%D8%BA%D8%B2-%D8%B5%D9%86%D8%A7%D8%AF%D9%8A%D9%82-%D8%A7%D9%84%D8%BA%D9%86%D8%A7%D8%A6%D9%85-%D9%81%D9%8A-%D8%A7%D9%84%D8%A3%D9%84%D8%B9%D8%A7%D8%A8-%D8%A7%D9%84%D8%A7%D9%81%D8%AA%D8%B1%D8%A7%D8%B6%D9%8A%D8%A9.html
- - Cambridge, definition of video game, <https://dictionary.cambridge.org/dictionary/english-arabic/video-game>
- - Stacker, ‘From 'Spacewar!' to 'Starfield': A history of video gaming,’ (WRAL NEWS, 29 November 2023) <https://www.wral.com/story/from-spacewar-to-starfield-a-history-of-video-gaming/21172781/>
- - Nintendo Wiki, Pong, <https://nintendo.fandom.com/wiki/Pong>
- - History.com Editors, ‘Video Game History’ (History, 1 September 2017 and updated 17 October 2022) <https://www.history.com/topics/inventions/history-of-video-games> accessed 2/8/2024.
- - Kevin Smith, ‘Angry Birds Maker Rovio Reports $200 Million In Revenue, $71 Million In Profit For 2012’ (Business Insider, 3 April 2013) <https://www.businessinsider.com/angry-birds-made-200-million-in-2012-2013-4>
- - Statista, ‘Annual revenue generated by Pokémon GO worldwide from 2016 to 2023’, <https://www.statista.com/statistics/882474/pokemon-go-all-time-player-spending/>
- - ESRB, <https://www.esrb.org/>
- - BBFC, <https://www.bbfc.co.uk/>
- - PEGI, <https://pegi.info/>
- - PlayAuctions’ official website: <https://www.playerauctions.com/>
- - C5game’s official website: <https://www.c5game.com/en>
- - itembay’s official website: <https://www.itembay.com/intro>
- - itemmania’s official website: <https://www.itemmania.in.th/>
- - Andrea Trama, ‘10 Best Video Game Weapons of 2021’ (Gamerant, 13 December 2021) <https://gamerant.com/video-game-weapons-2021-best/>
- - Valerie Cross, ‘PokerStars' Futuristic 'Power Up' Game Rolls Out for Real Money’ (Pokernews, 10 October 2017) <https://www.pokernews.com/news/2017/10/pokerstars-futuristic-power-up-game-rolls-out-for-real-money-29139.htm>
- - Currencytoday, ‘100 LD to EGP – Linden Dollars to Egyptian Pounds’ <https://ld.currencyrate.today/convert/amount-100-to-egp.html>
- - Hayden Dingman, ‘How loot boxes are turning full-priced PC games into pay-to-win games of chance’ (PCWorld 10 October 2017) <https://www.pcworld.com/article/407482/loot-boxes-ruining-gaming.html>
- - Counter strike wiki <https://counterstrike.fandom.com/wiki/Container?clckid=666abeb7>
- - FIFA, ‘Your Guide to: FIFA Ultimate Team Packs’ <https://www.ea.com/en-au/games/fifa/fut-packs-explained?clckid=26748829>
- - Skadden, Arps., Slate, Meagher & Glom LLP & Affiliates, ‘Video Gaming: Is My Loot Box Legal?’ (Jdsupra, 27 September 2019) <https://www.jdsupra.com/legalnews/video-gaming-is-my-loot-box-legal-57172/
- - Juniper Research ‘Video Game Loot Boxes to Generate Over $20 Billion in Revenue by 2025’ (March 2021) <https://clck.ru/3A8Xn6>
- - Antoon Dierick, ‘A general introduction to gambling law in Belgium’ (MDP Law, Lexology, 30 May 2023) <https://www.lexology.com/library/detail.aspx?g=d6323a82-5ced-4eae-9d21-23553d93ecb1
- - DLP Piper, ‘Navigating the regulatory maze: A global guide to loot boxes in video gaming’ (DLA Piper, 27 July 2023) <https://www.dlapiper.com/en/insights/topics/loot-boxes>
- - Xsolla, ‘Navigating Global Gaming Regulations: A Comprehensive Overview’ (28 June 2024) <https://xsolla.com/blog/navigating-global-gaming-regulations-a-comprehensive-overview>
- - Jason Schreier, ‘ESRB Says It Doesn’t See ‘Loot Boxes’ as Gambling’ (Koktaku 11 October 2017) <https://kotaku.com/esrb-says-it-doesnt-see-loot-boxes-as-gambling-1819363091>
- - Chrisopher Dring, ‘Canada Judge rejects unlawful gambling accusation in EA loot box lawsuit’ (GamesIndustry.Biz, 21 March 2023) <https://www.gamesindustry.biz/canada-judge-rejects-unlawful-gambling-accusation-in-ea-loot-box-lawsuit?clckid=41228ca4>
- - Tracey Tang, ‘A Middle-Ground Approach: How China Regulates Loot Boxes And Gambling Features In Online Games’ (Mondaq, 16 May 2018). <https://www.mondaq.com/china/gaming/672860/a-middle-ground-approach-how-china-regulates-loot-boxes-and-gambling-features-in-online-games>
- - Nick Rodriguez, ‘Australia Introducing New Rules for Video Games with Loot Boxes’ (Gamerant, 25 September 2023) <https://gamerant.com/australia-loot-boxes-rules-gambling/>
- - BLOG CSMARKET, ‘The History of the Most Expensive Skin Sale in Counter-Strike. An Over $1.000.000 Deal’ (5 June 2024) <https://csmarket.gg/blog/the-history-of-the-most-expensive-skin-sale-in-counter-strike-an-over-1-000-000-deal/#:~:text=in%20Counter%2DStrike.-,An%20Over,000%20Deal.&text=On%20January%2023%2C%202024%2C%20a,661%20in%20Factory%20New%20condition>
- - Statista, ‘Consumer spending on in-game purchases worldwide from 2020 to 2025’ (September 2021) <https://www.statista.com/statistics/558952/in-game-consumer-spending-worldwide/>
- - Sheppard Mullin Richter and Hampton LLP, ‘Online games and virtual property’, (lexology, May 2009) <https://www.lexology.com/library/detail.aspx?g=0d26ced1-ebd8-4e32-bf83-061a831d64a6>
- - “Chinese gamer sentenced to life,” (BBC News, 8 June 2005) <http://news.bbc.co.uk/2/hi/technology/4072704.stm>
- - Kevin George, ‘Cryptocurrency Regulations Around the World’ (Investopedia, 20 September 2024) <https://www.investopedia.com/cryptocurrency-regulations-around-the-world-5202122>
المراجع
قائمة المراجع
المراجع باللغة العربية
الكتب
- عبد الرزاق أحمد السنهوري، الوسيط في شرح القانون المدني: عقد التأمين والمقامرة والرهان والمترتب مدى الحياة، الجزء السابع، المجلد الثاني، تنقيح المستشار أحمد مدحت المراغي، منشأة المعارف بالإسكندرية، 2004.
- فتحي شمس الدين، الميتافيرس: مستقبل العالم الرقمي، دار النهضة العربية، الطبعة الأولى، القاهرة، 2023.
- محمد شريف عبد الرحمن أحمد عبد الرحمن، المبادئ الأساسية في عقود الغرر: عقد المقامرة والرهان والمرتب مدى الحياة وعقد التأمين، المكتبة القانونية، الطبعة الأولى، 2000. تم الاطلاع على الكتاب في مكتبة كلية الحقوق بجامعة عين شمس.
الأبحاث العلمية
- أسماء عبد المهدي عبد الهادي وردينا إبراهيم حسين، المسابقات في الألعاب الإلكترونية: مفهومها وأحكامها في الفقه الإسلامي، مجلة الجامعة الإسلامية للدراسات الشرعية والقانونية، العدد 27، الإصدار 4، 2019، فلسطين، ص177-206 DOI: http://dx.doi.org/10.33976/iugjsls.v27i4.4404
- ريم خميس مهدي، التصنيف العالمي للألعاب الإلكترونية، المجلة العربية للتربية النوعية، المجلد الرابع، العدد 13، مايو 2020 DOI: 10.33850/ejev.2020.73497
التقارير
- تقرير اللجنة المشتركة من لجنة التعليم والبحث العلمي والاتصالات وتكنولوجيا المعلومات ومكاتب لجان: الشئون الدستورية، والتشريعية، والشئون المالية والاقتصادية والاستثمار، والثقافة والسياحة والآثار والإعلام، دراسة عن موضوع "الألعاب الإلكترونية واقتصاداتها وصناعتها والمخاطر والتحديات والفرص المتعلقة بها"، دراسة مقدمة إلى مجلس الشيوخ في الفصل التشريعي الأول، دور الانعقاد العادي الرابع، 2024.
الأحكام القضائية
- محكمة النقض، الطعن رقم 1601 لسنة 27 ق، تاريخ الجلسة 18 / 2 / 1958.
- محكمة النقض، الطعن رقم 907 لسنة 33 ق، تاريخ الجلسة 16 / 12 / 1963.
- محكمة النقض، الطعن رقم 961 لسنة 33 ق، تاريخ الجلسة 30 / 12 / 1963.
- محكمة النقض، الطعن رقم 16823 لسنة 61ق، تاريخ الجلسة 3/11/1996.
فتاوى مجلس الدولة
- الفتوى رقم 136 لسنة 1956 بتاريخ 28/6/1956. DOI: https://doi.org/10.1108/eb032684
- الفتوى رقم 1090 لسنة 1997 بتاريخ 1/10/1997.
المراجع باللغة الإنجليزية
Books
- G. David and Gaetano Dimita, Mastering the Game: Business and Legal Issues for Video Game Developers - A Training Tool, (Geneva: World Intellectual Property Organization, 2022).
- G. Paul, The Complete History of Computer and Video Games (Emap Images 1996).
- J. W. Brian, The Video Game Textbook (CRC Press, Second Edition, Boca Raton, 2023).
- N. Randy, The Video Game Business (British Film Institute, London, 2014).
- N. Philip and others, ‘Loot Boxes: Gambling-Like Mechanics in Video Games’, Encyclopedia of Computer Graphics and Games (Springer, 2021).
- O. Hakan, Heterogeneous Development Paths to Growth and Innovation: The Evolution of the Video Game Industry across Four Hubs (World Intellectual Property Organization (WIPO), Economic Research Working Paper Series No. 84, April 2024).
- R. Anxo, The Legal Status of Video Games: Comparative Analysis in National Approaches, (World Intellectual Property Organization, Geneva, 2013).
- S. Apostolos, Games of History: Games and Gaming as Historical Sources (Taylor & Francis, 2021(.
- S.L Ashley and Robert D. Brain, Computer and Video Game Law: Cases, Statutes, Forms, Problems & Materials (Carolina Academic Press, North Carolina, United States of America 2009).
Theses
- A. Erik and Gustav Eriksson, ‘Understanding the business model in the video game industry: a case study on an independent video game developer’ (Master thesis, Jonkoping University 2019).
- E. Wian, ‘Property in Virtual Worlds’ (PhD thesis, Stellenbosch University, December 2012).
- J. Jesper, ‘A Clash between Game and Narrative’ (Master’s thesis, University of Copenhagen February 1999).
- P. Przemysla, ‘Virtual Property: Towards a General Theory’ (PhD diss, European University Institute, 20 December 2017).
Papers
- A. Brett, ‘Gambling vs. Gaming: A Commentary on the Role of Regulatory, Industry, and Community Stakeholders in the Loot Box Debate’ (2018). Available at SSRN: https://ssrn.com/abstract=3129811 or http://dx.doi.org/10.2139/ssrn.3129811
- B. Peter and Richard Raysman, ‘Property Rights in Cyberspace Games and Other Novel Legal Issues in Virtual Property’ (2006) 2 The Indian Journal of Law and Technology 87-105. DOI: 10.55496/ZBLK5603. Available at: https://repository.nls.ac.in/ijlt/vol2/iss1/4 DOI: https://doi.org/10.55496/ZBLK5603
- C. Allen, ‘A practical look at Virtual Property’ (2006) 80 St. John's Law Review 1059-1090. Available at: https://scholarship.law.stjohns.edu/lawreview/vol80/iss3/6/
- C. M and E van der Westhuzie, ‘Regulation of Video Gaming Loot Boxes: Lessons for South Africa from Abroad’ (2023) 26 PER/PELJ. DOI http://dx.doi.org/10.17159/1727-3781/2023/v26i0a13364 DOI: https://doi.org/10.17159/1727-3781/2023/v26i0a13364
- C. Xiaowei and others, ‘A grounded theory approach to understanding in-game goods purchase’ (2022) 17 PLoS ONE. DOI:
https://doi.org/10.1371/journal.pone.0262998 DOI: https://doi.org/10.1371/journal.pone.0262998
- D. Julian, ‘Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games’ (2016) 18(3) Vanderbilt Journal of Entertainment & Technology Law 419-465 Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2/
- D. Leahy, ‘Rocking the Boat: Loot Boxes in Online Digital Games, the regulatory challenge, and the EU’s Unfair Commercial Practices Directive’ (2022) 45 Journal of Consumer Policy 561-592, Doi: https://doi.org/10.1007/s10603-022-09522-7 DOI: https://doi.org/10.1007/s10603-022-09522-7
- D. Stephanie and others, ‘The Case for Uniform Loot Box Regulation: A New Classification Typology and Reform Agenda’ (2021) 46 Journal of Gambling Issues 302-332. DOI: 10.4309/jgi.2021.46.15 DOI: https://doi.org/10.4309/jgi.2021.46.15
- E. Nicolas, ‘A Short and Simple Definition of What a Videogame Is’ (Digital Games Research Conference, Canada, 2005). Available at: https://dblp.uni-trier.de/db/conf/digra/digra2005.html#Esposito05a
- E. Sheldon, ‘Pandora’s Loot Box’ (2022) 90 George Washington Law Review, St. John's Legal Studies Research Paper 376-444, Available at SSRN: https://ssrn.com/abstract=3733910 or http://dx.doi.org/10.2139/ssrn.3733910
- E. Wian, ‘Introduction to Virtual Property: Lex Virtualis IPSA Loquitur’ (2015) 18 Potchefstroom Electronic Law Journal 2525-2559. DOI: http://dx.doi.org/10.4314/peli.v18i7.04 DOI: https://doi.org/10.4314/pelj.v18i7.04
- F. Joshua, ‘Virtual Property’ (2005) 85 Boston University Law Review 1047-1102. Available at: https://www.repository.law.indiana.edu/facpub/1787
- G. Darius, ‘From Gachapon to Video Game DLC: A Brief History of Loot Boxes, Gambling and the Law’ (2022) Saul Ewing. Available at: https://www.saul.com/sites/default/files/documents/2023-11/40571568-v1-From%20Gachapon%20To%20Video%20Game%20DLC_%20A%20Brief%20History%20of%20Loot%20Boxes%20Gambling%20and%20the%20Law%20-%20Sept.%2028%202022.pdf
- H. Richard, ‘Understanding "Gold Farming" and Real-Money Trading as the Intersection of Real and Virtual Economies.’ (2010) 2(4) Journal of Virtual Worlds Research. DOI: https://doi.org/10.4101/jvwr.v2i4.868 DOI: https://doi.org/10.4101/jvwr.v2i4.868
- K. Ardi Wardana and others, ‘Critical Analysis of Consumer Protection in “Lootbox” Virtual Transaction System in Indonesia’ (2020) 4 URLAM Law Review 138-144. DOI: 10.29303/ulrev.v4i2.87 DOI: https://doi.org/10.29303/ulrev.v4i2.87
- L. Baptista Advogados, ‘Doing Business in Brazil: Gaming Industry’ (2023) Bluz. Available at: https://baptistaluz.com.br/en/wp-content/uploads/sites/2/2023/11/BLUZ_230508_PD_ebook_Doing-Business-In-Brazil-Games_EN_v6.pdf
- P. Seppy, ‘Experience of Legal Regulation of Lootboxes in Different Countries: A Comparative Analysis’ (2024), 2 Journal of Digital Technologies and Law 345-371. DOI: https://doi.org/10.21202/jdtl.2024.18 DOI: https://doi.org/10.21202/jdtl.2024.18
- R. Amir Asadi and Reza Hemadi, ‘Understanding Virtual Currencies in Video Games: A Review’ (2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC), 2018). DOI: 10.1109/DGRC.2018.8712047 DOI: https://doi.org/10.1109/DGRC.2018.8712047
- W. Dmitri, ‘Structure and Competition in the U.S. Home Video Game Industry’ (2002) 4 (1) International Journal on Media Management 41-54. DOI: https://doi.org/10.1080/14241270209389979 DOI: https://doi.org/10.1080/14241270209389979
- W. Meng, ‘Online Games Virtual Products – Transaction and Value’ (2018) 236 Advances in Social Science, Education and Humanities Research 340-247. DOI: 10.2991/meess-18.2018.63 DOI: https://doi.org/10.2991/meess-18.2018.63
- X. Leon, ‘Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach’ (2021) 4 Interactive Entertainment Law Review. DOI: https://doi.org/10.4337/ielr.2021.01.02 DOI: https://doi.org/10.4337/ielr.2021.01.02
- X. Leon, Laura L. Henderson, Yuhan Yang, and Philip W. S. Newall. ‘Gaming the System: Suboptimal Compliance with Loot Box Probability Disclosure Regulations in China.’ (2024) 8(3) Behavioural Public Policy 590–616. https://doi.org/10.1017/bpp.2021.23. DOI: https://doi.org/10.1017/bpp.2021.23
- X. Yi and Liang Guo, ‘Virtual Property Trade in Online Games’ (2013). Available at: https://sics.haas.berkeley.edu/pdf_2013/xg.pdf
- Z. Tongyu, ‘Application of VR Technology in Games’ (Proceedings of the 2023 International Conference on Data Science, Advanced Algorithm and Intelligent Computing, Atlantis Press, 2024) 389-394. DOI: 10.54097/hset.v39i.6558
Reports
- Consumer Financial Protection Bureau, ‘Banking in video games and virtual worlds report’ (2024). Available at: https://files.consumerfinance.gov/f/documents/cfpb_banking-in-video-games-and-virtual-worlds_2024-04.pdf
- Gaming Commission, ‘Research Report on Loot Boxes’ (2018). Avaliable at: https://gamingcommission.be/sites/default/files/2021-08/onderzoeksrapport-loot-boxen-Engels-publicatie.pdf
- Newzoo, ‘Global Games Market Report’, Free version, (October 2023). Available at: https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version
- The Business Research Company, ‘Online Microtransaction Global Market Report’ (2024). Available at: https://www.researchandmarkets.com/report/online-microtransaction?srsltid=AfmBOopQsafAUa5GkoiRPIZnamEitgW_wkSxPLlvThZOfy0N4ph6ERqB
المواقع الإلكترونية Electronic Websites
- الهيئة العامة لتنظيم الإعلان، السعودية، التصنيف العمري، https://www.gamr.gov.sa/pages/32
- ما هو التنصيف العمري؟ الإمارات العربية المتحدة، https://mcy.gov.ae/en/wp-content/uploads/sites/2/2022/09/%D9%86%D8%B8%D8%A7%D9%85-%D8%A7%D9%84%D8%AA%D8%B5%D9%86%D9%8A%D9%81-%D8%A7%D9%84%D8%B9%D9%85%D8%B1%D9%8A-Age-rating-system.pdf
- محمد خليف، نائب رئيس الاتحاد المصري للألعاب الإلكترونية في لقاء تليفزيوني ببرنامج حديث القاهرة على قناة القاهرة والناس، يناير 2024، https://www.youtube.com/watch?v=YRDS66g3kAY.
- صناديق الغنائم: فك لغز صناديق الغنائم في الألعاب الافتراضية، فاستركابيتال، 16 يونيو 2024. https://fastercapital.com/arabpreneur/%D8%B5%D9%86%D8%A7%D8%AF%D9%8A%D9%82-%D8%A7%D9%84%D8%BA%D9%86%D8%A7%D8%A6%D9%85--%D9%81%D9%83-%D9%84%D8%BA%D8%B2-%D8%B5%D9%86%D8%A7%D8%AF%D9%8A%D9%82-%D8%A7%D9%84%D8%BA%D9%86%D8%A7%D8%A6%D9%85-%D9%81%D9%8A-%D8%A7%D9%84%D8%A3%D9%84%D8%B9%D8%A7%D8%A8-%D8%A7%D9%84%D8%A7%D9%81%D8%AA%D8%B1%D8%A7%D8%B6%D9%8A%D8%A9.html
- Cambridge, definition of video game, <https://dictionary.cambridge.org/dictionary/english-arabic/video-game>
- Stacker, ‘From 'Spacewar!' to 'Starfield': A history of video gaming,’ (WRAL NEWS, 29 November 2023) <https://www.wral.com/story/from-spacewar-to-starfield-a-history-of-video-gaming/21172781/>
- Nintendo Wiki, Pong, <https://nintendo.fandom.com/wiki/Pong>
- History.com Editors, ‘Video Game History’ (History, 1 September 2017 and updated 17 October 2022) <https://www.history.com/topics/inventions/history-of-video-games> accessed 2/8/2024.
- Kevin Smith, ‘Angry Birds Maker Rovio Reports $200 Million In Revenue, $71 Million In Profit For 2012’ (Business Insider, 3 April 2013) <https://www.businessinsider.com/angry-birds-made-200-million-in-2012-2013-4>
- Statista, ‘Annual revenue generated by Pokémon GO worldwide from 2016 to 2023’, <https://www.statista.com/statistics/882474/pokemon-go-all-time-player-spending/>
- ESRB, <https://www.esrb.org/>
- BBFC, <https://www.bbfc.co.uk/>
- PEGI, <https://pegi.info/>
- PlayAuctions’ official website: <https://www.playerauctions.com/>
- C5game’s official website: <https://www.c5game.com/en>
- itembay’s official website: <https://www.itembay.com/intro>
- itemmania’s official website: <https://www.itemmania.in.th/>
- Andrea Trama, ‘10 Best Video Game Weapons of 2021’ (Gamerant, 13 December 2021) <https://gamerant.com/video-game-weapons-2021-best/>
- Valerie Cross, ‘PokerStars' Futuristic 'Power Up' Game Rolls Out for Real Money’ (Pokernews, 10 October 2017) <https://www.pokernews.com/news/2017/10/pokerstars-futuristic-power-up-game-rolls-out-for-real-money-29139.htm>
- Currencytoday, ‘100 LD to EGP – Linden Dollars to Egyptian Pounds’ <https://ld.currencyrate.today/convert/amount-100-to-egp.html>
- Hayden Dingman, ‘How loot boxes are turning full-priced PC games into pay-to-win games of chance’ (PCWorld 10 October 2017) <https://www.pcworld.com/article/407482/loot-boxes-ruining-gaming.html>
- Counter strike wiki <https://counterstrike.fandom.com/wiki/Container?clckid=666abeb7>
- FIFA, ‘Your Guide to: FIFA Ultimate Team Packs’ <https://www.ea.com/en-au/games/fifa/fut-packs-explained?clckid=26748829>
- Skadden, Arps., Slate, Meagher & Glom LLP & Affiliates, ‘Video Gaming: Is My Loot Box Legal?’ (Jdsupra, 27 September 2019) <https://www.jdsupra.com/legalnews/video-gaming-is-my-loot-box-legal-57172/
- Juniper Research ‘Video Game Loot Boxes to Generate Over $20 Billion in Revenue by 2025’ (March 2021) <https://clck.ru/3A8Xn6>
- Antoon Dierick, ‘A general introduction to gambling law in Belgium’ (MDP Law, Lexology, 30 May 2023) <https://www.lexology.com/library/detail.aspx?g=d6323a82-5ced-4eae-9d21-23553d93ecb1
- DLP Piper, ‘Navigating the regulatory maze: A global guide to loot boxes in video gaming’ (DLA Piper, 27 July 2023) <https://www.dlapiper.com/en/insights/topics/loot-boxes>
- Xsolla, ‘Navigating Global Gaming Regulations: A Comprehensive Overview’ (28 June 2024) <https://xsolla.com/blog/navigating-global-gaming-regulations-a-comprehensive-overview>
- Jason Schreier, ‘ESRB Says It Doesn’t See ‘Loot Boxes’ as Gambling’ (Koktaku 11 October 2017) <https://kotaku.com/esrb-says-it-doesnt-see-loot-boxes-as-gambling-1819363091>
- Chrisopher Dring, ‘Canada Judge rejects unlawful gambling accusation in EA loot box lawsuit’ (GamesIndustry.Biz, 21 March 2023) <https://www.gamesindustry.biz/canada-judge-rejects-unlawful-gambling-accusation-in-ea-loot-box-lawsuit?clckid=41228ca4>
- Tracey Tang, ‘A Middle-Ground Approach: How China Regulates Loot Boxes And Gambling Features In Online Games’ (Mondaq, 16 May 2018). <https://www.mondaq.com/china/gaming/672860/a-middle-ground-approach-how-china-regulates-loot-boxes-and-gambling-features-in-online-games>
- Nick Rodriguez, ‘Australia Introducing New Rules for Video Games with Loot Boxes’ (Gamerant, 25 September 2023) <https://gamerant.com/australia-loot-boxes-rules-gambling/>
- BLOG CSMARKET, ‘The History of the Most Expensive Skin Sale in Counter-Strike. An Over $1.000.000 Deal’ (5 June 2024) <https://csmarket.gg/blog/the-history-of-the-most-expensive-skin-sale-in-counter-strike-an-over-1-000-000-deal/#:~:text=in%20Counter%2DStrike.-,An%20Over,000%20Deal.&text=On%20January%2023%2C%202024%2C%20a,661%20in%20Factory%20New%20condition>
- Statista, ‘Consumer spending on in-game purchases worldwide from 2020 to 2025’ (September 2021) <https://www.statista.com/statistics/558952/in-game-consumer-spending-worldwide/>
- Sheppard Mullin Richter and Hampton LLP, ‘Online games and virtual property’, (lexology, May 2009) <https://www.lexology.com/library/detail.aspx?g=0d26ced1-ebd8-4e32-bf83-061a831d64a6>
- “Chinese gamer sentenced to life,” (BBC News, 8 June 2005) <http://news.bbc.co.uk/2/hi/technology/4072704.stm>
- Kevin George, ‘Cryptocurrency Regulations Around the World’ (Investopedia, 20 September 2024) <https://www.investopedia.com/cryptocurrency-regulations-around-the-world-5202122>