تنظيم صناديق الغنائم في نيو ساوث ويلز، أستراليا
Corresponding Author(s) : د. سيبي بور
مجلة القانون والتكنولوجيا ,
مجلد 5 عدد 1 (2025)
الملخص
لقد أدى الانتشار الواسع لاستخدام الإنترنت في أستراليا إلى إحداث تحول في التفاعلات الرقمية، ولا سيما في صناعة الألعاب، حيث ظهرت صناديق الغنائم كنموذج بارز لتحقيق الدخل. تستكشف هذه الورقة الطابع المثير للجدل لصناديق الغنائم، مع التركيز على آثارها المتعلقة بنظام "ادفع لتفوز" (pay-to-win)، وتشابهها مع أنشطة المقامرة، خاصة فيما يتعلق بالأحداث. ومن خلال دراسة الأنماط الأربعة للقيود وفقًا لنموذج لورنس لِسِغ—القانون، والأعراف الاجتماعية، والأسواق، والهندسة المعمارية—تقيّم هذه الدراسة كيفية تطبيق هذه الأطر في ولاية نيو ساوث ويلز (NSW) وعبر أستراليا لتنظيم صناديق الغنائم.
وعلى الرغم من محدودية الإجراءات القانونية على المستويين الولائي والاتحادي، تسلط هذه الورقة الضوء على التطورات التنظيمية الحديثة، مثل إرشادات التصنيف الجديدة لألعاب الفيديو التي تتضمن محتوى شبيهًا بالمقامرة. كما تتناول الدراسة الديناميكيات الاجتماعية والسوقية المؤثرة في استهلاك صناديق الغنائم، وتناقش إمكانية التدخلات الهندسية للحد من الأضرار المرتبطة بها. وتخلص الورقة إلى الدعوة لتبني نهج تنظيمي أكثر شمولًا في ولاية نيو ساوث ويلز، يعترف بالمخاطر المشابهة للمقامرة التي تفرضها صناديق الغنائم، ولا سيما على الفئات السكانية الأكثر ضعفًا.
الكلمات المفتاحية
تنزيل الاقتباسات
Endnote/Zotero/Mendeley (RIS)BibTeX
- Aghdaie, N., Kolen, J., Matter, M. M., Sardari, M., Xue, S., Zaman, K. A., & Moss, K. A. (2017) Dynamic difficulty adjustment (United States Patent No. US20170259177A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20170259177
- Assael, S. (2017, January 20). Skin in the Game. ESPN. https://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager-compulsive-gambler
- Australian Communications and Media Authority. (2022). How we use the internet Executive summary and key findings. Communications and media in Australia series. https://www.acma.gov.au/sites/default/files/2023-03/HOWWEU~1.PDF
- Deans, E. G., Thomas, S. L., Derevensky, J., & Daube, M. (2017). The influence of marketing on the sports betting attitudes and consumption behaviours of young men: implications for harm reduction and prevention strategies. Harm Reduction Journal, 14, 1–12. https://doi.org/10.1186/s12954-017-0131-8 DOI: https://doi.org/10.1186/s12954-017-0131-8
- Dickey, R., (2011, November 15). Roger Dickey on how to monetize games. Money Talks. https://vimeo.com/32161327
- Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M. E., & Müller, K. W. (2017). Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder. Addictive Behaviors, 64, 328–333. https://doi.org/10.1016/j.addbeh.2016.03.008 DOI: https://doi.org/10.1016/j.addbeh.2016.03.008
- Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature human behaviour. 2(8). 530–532. https://doi.org/10.1038/s41562-018-0360-1 DOI: https://doi.org/10.1038/s41562-018-0360-1
- Drummond, A., Hall, L. C., & Sauer, J. D. (2022). Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games. Scientific Reports, 12(1), 16128. https://doi.org/10.1038/s41598-022-20549-1 DOI: https://doi.org/10.1038/s41598-022-20549-1
- Drummond, A. (2023, March 1). Committee Hansard. Standing Committee on Social Policy and Legal Affairs Inquiry into Online gambling and its impacts of those experiencing gambling harm: You win some, you lose more. Parliament of Australia
- Greer, N., Boyle, C. M. & Jenkinson, R. (2022). Harms associated with loot boxes, simulated gambling and other in-game purchases in video games: a review of the evidence. Australian Institute of Family Studies
- Greer, N., Rockloff, M., Hing, N., Browne, M., & King, D. L. (2023). Skin gambling contributes to gambling problems and harm after controlling for other forms of traditional gambling. Journal of Gambling Studies, 39, 225–247. https://doi.org/10.1007/s10899-022-10111-z DOI: https://doi.org/10.1007/s10899-022-10111-z
- Hing, N., Russell, A. M. T., King, D. L., Rockloff, M., Browne, M., Greer, N., et al. (2020a). NSW Youth Gambling Study 2020. Haymarket, NSW: NSW Responsible Gambling Fund.
- Hing N, Russell A, King D, Rockloff M, Browne M, Greer N, Newall P, Sproston K, Chen L and Coughlin S (2020) NSW Youth Gambling Study 2020. Sydney: NSW Responsible Gambling Fund.
- Hing, N., Lole, L., Thorne, H., Sproston, K., Hodge, N., & Rockloff, M. (2023). ‘It Doesn’t Give Off the Gambling Vibes… It Just Feels Like a Part of the Game’: Adolescents’ Experiences and Perceptions of Simulated Gambling While Growing Up. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-023-01119-6 DOI: https://doi.org/10.31234/osf.io/ewhrn
- House of Representatives Standing Committee on Social Policy and Legal Affairs. (2023). You win some, you lose more. Parliament of Australia
- Joseph, D. (2021). Battle pass capitalism. Journal of Consumer Culture, 21(1), 68–83
- https://doi.org/10.1177/1469540521993930 DOI: https://doi.org/10.1177/1469540521993930
- Juniper Research (2021) Juniper Research Video game loot boxes to generate over $20 billion in revenue by 2025, but tightening legislation will slow growth. https://www.juniperresearch.com/press/video-game-loot-boxes-to-generate-over-%2420-billion
- King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., & Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j.chb.2019.07.017 DOI: https://doi.org/10.1016/j.chb.2019.07.017
- Lemmens, J. S. (2022). Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team. Telematics and Informatics Reports, 8, 100023. https://doi.org/10.1016/j.teler.2022.100023 DOI: https://doi.org/10.1016/j.teler.2022.100023
- Lessig, L. (2006). Code: Version 2.0 (1st Ed, Basic Books).
- Marr, M. D., Kaplan, K. S., & Lewis, N. T. (2016). System and method for driving microtransactions in multiplayer video games (United States Patent No. US20160005270A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20160005270A1/en
- Petrovskaya, E. & Zendle, D. (2021) Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective. Journal of Business Ethics 181, 1065–1081. https://doi.org/10.1007/s10551-021-04970-6 DOI: https://doi.org/10.1007/s10551-021-04970-6
- Pour, S. (2024). Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis. Journal of Digital Technologies and Law, 2(2), 345–371. https://doi.org/10.21202/jdtl.2024.18 DOI: https://doi.org/10.21202/jdtl.2024.18
- Primi, C., Sanson, F., Vecchiato, M., Serra, E., & Donati, M. A. (2022). Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy. Frontiers in psychology, 13, 1009129. https://doi.org/10.3389/fpsyg.2022.1009129 DOI: https://doi.org/10.3389/fpsyg.2022.1009129
- Ramezani, C. A. & Ahern, J. J. (2023). How Do Financial Market Outcomes Affect Gambling?. J Risk Financial Manag, 16(6), 294–318. https://doi.org/10.3390/jrfm16060294 DOI: https://doi.org/10.3390/jrfm16060294
- Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2020). Loot Boxes: Are they grooming youth for gambling? Haymarket, NSW: NSW Responsible Gambling Fund. https://doi.org/10.25946/5ef151ac1ce6f
- Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2021). Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia. Journal of Behavioral Addictions, 10(1), 35–41. https://doi.org/10.1556/2006.2021.00007 DOI: https://doi.org/10.1556/2006.2021.00007
- Russell, A. M. T., Armstrong, T., Rockloff, M., Greer, N., Hing, N., & Browne, M. (2020). Exploring the changing landscape of gambling in childhood, adolescence and young adulthood. Haymarket, NSW: NSW Responsible Gambling Fund.
- Senate Environment and Communications References Committee. (2018). Gaming micro-transactions for chance-based items. Parliament of Australia.
- Şimşek, T. & Weidner, L. (2024). The Effect of Inequality and Prosperity on the European Market for Gambling Machines: A Socioeconomic Panel Analysis. J Gambl Stud, 40(1), 107–129. https://doi.org/10.1007%2Fs10899-023-10213-2 DOI: https://doi.org/10.1007/s10899-023-10213-2
- Sirola, A., Nyrhinen, J., Nuckols, J. & Wilska, T. (2023) Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling. Addict Behav Rep, 100516. https://doi.org/10.1016%2Fj.abrep.2023.100516 DOI: https://doi.org/10.1016/j.abrep.2023.100516
- Staddon, J. E. R, & Cerutti, D. T. (2003). Operant conditioning. Annual Review of Psychology, 54, 115–144. https://doi.org/10.1146/annurev.psych.54.101601.145124 DOI: https://doi.org/10.1146/annurev.psych.54.101601.145124
- Xiao, L. Y., Fraser, T. C., Nielsen, R. K. L. & Newall, P. W. S. (2024) Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey. Addictive Behaviours, 148, 107860. https://doi.org/10.1016/j.addbeh.2023.107860 DOI: https://doi.org/10.1016/j.addbeh.2023.107860
- Xiao, L. Y. & Henderson, L. L. (2021). Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro. Int J Ment Health Addiction, 19, 177–192. https://doi.org/10.1007/s11469-019-00164-4 DOI: https://doi.org/10.1007/s11469-019-00164-4
- Zendle. D. (2021, December 24), Exclusive Interview with Dr. David Zendle (loot boxes). Good Measure Podcast. https://www.youtube.com/watch?v=si9uaeQcpmk
- Zendle, D., & Cairns, P. (2019). Video game loot boxes are again linked to problem gambling: Results of a largescale survey. PLoS ONE, 14(3), e0214167. https://doi.org/10.1371/journal.pone.0214167 DOI: https://doi.org/10.1371/journal.pone.0214167
- Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010–2019. PLoS ONE, 15(5), e0232780. https://doi.org/10.1371/journal.pone.0232780 DOI: https://doi.org/10.1371/journal.pone.0232780
- Zuriff, G. E. (1970). A comparison of variable‐ratio and variable‐interval schedules of reinforcement. Journal of the Experimental Analysis of Behavior, 13(3), 369–374. https://doi.org/10.1901/jeab.1970.13-369 DOI: https://doi.org/10.1901/jeab.1970.13-369
المراجع
Aghdaie, N., Kolen, J., Matter, M. M., Sardari, M., Xue, S., Zaman, K. A., & Moss, K. A. (2017) Dynamic difficulty adjustment (United States Patent No. US20170259177A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20170259177
Assael, S. (2017, January 20). Skin in the Game. ESPN. https://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager-compulsive-gambler
Australian Communications and Media Authority. (2022). How we use the internet Executive summary and key findings. Communications and media in Australia series. https://www.acma.gov.au/sites/default/files/2023-03/HOWWEU~1.PDF
Deans, E. G., Thomas, S. L., Derevensky, J., & Daube, M. (2017). The influence of marketing on the sports betting attitudes and consumption behaviours of young men: implications for harm reduction and prevention strategies. Harm Reduction Journal, 14, 1–12. https://doi.org/10.1186/s12954-017-0131-8 DOI: https://doi.org/10.1186/s12954-017-0131-8
Dickey, R., (2011, November 15). Roger Dickey on how to monetize games. Money Talks. https://vimeo.com/32161327
Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M. E., & Müller, K. W. (2017). Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder. Addictive Behaviors, 64, 328–333. https://doi.org/10.1016/j.addbeh.2016.03.008 DOI: https://doi.org/10.1016/j.addbeh.2016.03.008
Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature human behaviour. 2(8). 530–532. https://doi.org/10.1038/s41562-018-0360-1 DOI: https://doi.org/10.1038/s41562-018-0360-1
Drummond, A., Hall, L. C., & Sauer, J. D. (2022). Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games. Scientific Reports, 12(1), 16128. https://doi.org/10.1038/s41598-022-20549-1 DOI: https://doi.org/10.1038/s41598-022-20549-1
Drummond, A. (2023, March 1). Committee Hansard. Standing Committee on Social Policy and Legal Affairs Inquiry into Online gambling and its impacts of those experiencing gambling harm: You win some, you lose more. Parliament of Australia
Greer, N., Boyle, C. M. & Jenkinson, R. (2022). Harms associated with loot boxes, simulated gambling and other in-game purchases in video games: a review of the evidence. Australian Institute of Family Studies
Greer, N., Rockloff, M., Hing, N., Browne, M., & King, D. L. (2023). Skin gambling contributes to gambling problems and harm after controlling for other forms of traditional gambling. Journal of Gambling Studies, 39, 225–247. https://doi.org/10.1007/s10899-022-10111-z DOI: https://doi.org/10.1007/s10899-022-10111-z
Hing, N., Russell, A. M. T., King, D. L., Rockloff, M., Browne, M., Greer, N., et al. (2020a). NSW Youth Gambling Study 2020. Haymarket, NSW: NSW Responsible Gambling Fund.
Hing N, Russell A, King D, Rockloff M, Browne M, Greer N, Newall P, Sproston K, Chen L and Coughlin S (2020) NSW Youth Gambling Study 2020. Sydney: NSW Responsible Gambling Fund.
Hing, N., Lole, L., Thorne, H., Sproston, K., Hodge, N., & Rockloff, M. (2023). ‘It Doesn’t Give Off the Gambling Vibes… It Just Feels Like a Part of the Game’: Adolescents’ Experiences and Perceptions of Simulated Gambling While Growing Up. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-023-01119-6 DOI: https://doi.org/10.31234/osf.io/ewhrn
House of Representatives Standing Committee on Social Policy and Legal Affairs. (2023). You win some, you lose more. Parliament of Australia
Joseph, D. (2021). Battle pass capitalism. Journal of Consumer Culture, 21(1), 68–83
https://doi.org/10.1177/1469540521993930 DOI: https://doi.org/10.1177/1469540521993930
Juniper Research (2021) Juniper Research Video game loot boxes to generate over $20 billion in revenue by 2025, but tightening legislation will slow growth. https://www.juniperresearch.com/press/video-game-loot-boxes-to-generate-over-%2420-billion
King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., & Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j.chb.2019.07.017 DOI: https://doi.org/10.1016/j.chb.2019.07.017
Lemmens, J. S. (2022). Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team. Telematics and Informatics Reports, 8, 100023. https://doi.org/10.1016/j.teler.2022.100023 DOI: https://doi.org/10.1016/j.teler.2022.100023
Lessig, L. (2006). Code: Version 2.0 (1st Ed, Basic Books).
Marr, M. D., Kaplan, K. S., & Lewis, N. T. (2016). System and method for driving microtransactions in multiplayer video games (United States Patent No. US20160005270A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20160005270A1/en
Petrovskaya, E. & Zendle, D. (2021) Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective. Journal of Business Ethics 181, 1065–1081. https://doi.org/10.1007/s10551-021-04970-6 DOI: https://doi.org/10.1007/s10551-021-04970-6
Pour, S. (2024). Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis. Journal of Digital Technologies and Law, 2(2), 345–371. https://doi.org/10.21202/jdtl.2024.18 DOI: https://doi.org/10.21202/jdtl.2024.18
Primi, C., Sanson, F., Vecchiato, M., Serra, E., & Donati, M. A. (2022). Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy. Frontiers in psychology, 13, 1009129. https://doi.org/10.3389/fpsyg.2022.1009129 DOI: https://doi.org/10.3389/fpsyg.2022.1009129
Ramezani, C. A. & Ahern, J. J. (2023). How Do Financial Market Outcomes Affect Gambling?. J Risk Financial Manag, 16(6), 294–318. https://doi.org/10.3390/jrfm16060294 DOI: https://doi.org/10.3390/jrfm16060294
Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2020). Loot Boxes: Are they grooming youth for gambling? Haymarket, NSW: NSW Responsible Gambling Fund. https://doi.org/10.25946/5ef151ac1ce6f
Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2021). Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia. Journal of Behavioral Addictions, 10(1), 35–41. https://doi.org/10.1556/2006.2021.00007 DOI: https://doi.org/10.1556/2006.2021.00007
Russell, A. M. T., Armstrong, T., Rockloff, M., Greer, N., Hing, N., & Browne, M. (2020). Exploring the changing landscape of gambling in childhood, adolescence and young adulthood. Haymarket, NSW: NSW Responsible Gambling Fund.
Senate Environment and Communications References Committee. (2018). Gaming micro-transactions for chance-based items. Parliament of Australia.
Şimşek, T. & Weidner, L. (2024). The Effect of Inequality and Prosperity on the European Market for Gambling Machines: A Socioeconomic Panel Analysis. J Gambl Stud, 40(1), 107–129. https://doi.org/10.1007%2Fs10899-023-10213-2 DOI: https://doi.org/10.1007/s10899-023-10213-2
Sirola, A., Nyrhinen, J., Nuckols, J. & Wilska, T. (2023) Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling. Addict Behav Rep, 100516. https://doi.org/10.1016%2Fj.abrep.2023.100516 DOI: https://doi.org/10.1016/j.abrep.2023.100516
Staddon, J. E. R, & Cerutti, D. T. (2003). Operant conditioning. Annual Review of Psychology, 54, 115–144. https://doi.org/10.1146/annurev.psych.54.101601.145124 DOI: https://doi.org/10.1146/annurev.psych.54.101601.145124
Xiao, L. Y., Fraser, T. C., Nielsen, R. K. L. & Newall, P. W. S. (2024) Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey. Addictive Behaviours, 148, 107860. https://doi.org/10.1016/j.addbeh.2023.107860 DOI: https://doi.org/10.1016/j.addbeh.2023.107860
Xiao, L. Y. & Henderson, L. L. (2021). Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro. Int J Ment Health Addiction, 19, 177–192. https://doi.org/10.1007/s11469-019-00164-4 DOI: https://doi.org/10.1007/s11469-019-00164-4
Zendle. D. (2021, December 24), Exclusive Interview with Dr. David Zendle (loot boxes). Good Measure Podcast. https://www.youtube.com/watch?v=si9uaeQcpmk
Zendle, D., & Cairns, P. (2019). Video game loot boxes are again linked to problem gambling: Results of a largescale survey. PLoS ONE, 14(3), e0214167. https://doi.org/10.1371/journal.pone.0214167 DOI: https://doi.org/10.1371/journal.pone.0214167
Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010–2019. PLoS ONE, 15(5), e0232780. https://doi.org/10.1371/journal.pone.0232780 DOI: https://doi.org/10.1371/journal.pone.0232780
Zuriff, G. E. (1970). A comparison of variable‐ratio and variable‐interval schedules of reinforcement. Journal of the Experimental Analysis of Behavior, 13(3), 369–374. https://doi.org/10.1901/jeab.1970.13-369 DOI: https://doi.org/10.1901/jeab.1970.13-369