iGB Affiliate 66 Dec/Jan | Page 57

INSIGHT TINKERING OUTSIDE THE BOX The Gambling Commission’s stance on loot boxes puts it somewhat at odds with the rumblings of regulators and politicians in other countries, with some believing it has fallen short, writes Joanne Christie WHEN THE GAMBLING COMMISSION decided to weigh in on the loot boxes debate that has been raging throughout the gaming community since the launch of Star Wars Battlefront II, its position put it somewhat at odds with the rumblings of regulators and politicians in other countries. Loot boxes — crates that players unlock with keys either earned via play or paying — are common in computer games and they are neither new nor new to controversy. However, Electronic Arts, maker of Star Wars Battlefront II, attracted so much condemnation for the way it incorporated loot boxes into its new release that it prompted a huge backlash in the gaming community. Such was the outrage that politicians in several countries, including the US and France, took an interest, with the majority opinion being that the random nature of the contents of these boxes made them a form of gambling, so the boxes should therefore be regulated. Gaming authorities have also taken notice, with both the Netherlands Gaming Authority and the Belgian Gaming Commission announcing plans to investigate loot boxes. However, it seems that the UK regulator is inclined to believe they most likely do not constitute gambling. In a blog post on 24 November, Tim Miller, executive director of the UK Gambling Commission (GC), said that it did not define what constituted gambling. Instead Parliament defined it, and the GC’s role was confined to policing activities within that definition. With relation to loot boxes specifically, Miller said: “Where in-game items obtained via loot boxes are confined for use within the game and cannot be cashed out it is unlikely to be caught as a licensable gambling activity.” Regulator “wide of the mark” Some people in the gambling community were quick to voice their disagreement, however. In a post on LinkedIn, Paul Fitchford, the sports betting and igaming consultant formerly of Sky Betting and Gaming, BGO and Boylesports, said: “Mr Miller well wide of the mark here. Clearly no knowledge of the market or demographic opening these loot boxes… How can skins be treated as digital currency but spending money to acquire them through a game of chance isn’t? Madness!” Speaking to iGaming Business, Fitchford says: “I just think it has fallen short because I feel that these loot boxes are encouraging underage players to put money in and they are playing a game of chance. “The GC has already come out and said that those skins which have a market value are a digital currency, a digital asset, and by going on to one of these websites where you can deposit your skins and gamble and cash out skins with your winnings, that is gambling. “So, for me, I don’t see how they can say that obtaining skins through a game of chance by paying money is any different from using the skin on a gambling website. How can you regulate one and not the other?” In fact, in a position paper published in March, the GC said: “Away from the third-party websites which are overtly gambling (offering betting, casino games and lottery products) the ability to exchange in-game items for cash or trade on secondary markets also risks drawing elements within games themselves into gambling definitions. “By way of example, one commonly used method for players to acquire in-game items is through the purchase of keys from the games publisher to unlock ‘crates’, ‘cases’ or ‘bundles’ which contain an unknown quantity and value of in-game items as a prize. “The majority opinion was that the random nature of the contents of these boxes made them a form of gambling, so the boxes should therefore be regulated” iGB Affiliate Issue 66 DEC 2017/JAN 2018 53