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2 Interactive Ent. L. Rev. 1 (2019)

handle is hein.journals/iacentv2 and id is 1 raw text is: 





1


The shadows within


Not long ago, on 4 and 5 April 2019, the fifth annual More
Than  Just A  Game  (MTJG)   conference  took  place in
London,  UK   organized by the Centre  for Commercial
Law  Studies (CCLS), School of Law, Queen Mary Univer-
sity of London.' MTJG  is the place where academics (of
legal and non-legal persuasions), lawyers and law students
go to reflect seriously on the state of interactive entertain-
ment  and video games in a legal context. This year's con-
ference had  as its main theme  'The role of games and
interactive entertainment  in society' and addressed  a
very broad set of themes, as well as many detailed subjects
within those themes. Yet, those fortunate enough  to be
present might have  observed that all of the meticulously
planned  themes,  sub-themes,   subjects, and  sessions
bowed  in the end  to a monumental   force that lay just
below  the surface of every discussion over the course of
two days. Even more  astonishingly, beyond the sheer per-
vasiveness of this mostly subterranean visitor, was how it
was variously characterized alternately as superhero and
supervillain. Moreover,  it was not like any of us had
never heard of this demon  (or angel). In fact, almost all
of us are well used  to its projected shadow,  its long
reach, and its occasionally very sharp teeth.
   Before us in full view, without excuses, apologies or equi-
vocations, in full battle dress, stood the specter, nay threat,
nay promise, of regulation of the video game industry, of
gamers, of devices, and of the means of how  games  are
delivered.
   Virtually every panel discussion at MTJG, no matter
where  it was intended to lead, inevitably made its way to
the question of game industry regulation. No longer were
we  debating how  games can  get swept up inadvertently
by the sometimes  mindless broom  of legislators trying to
solve some other problem in another entertainment sector
for some other people. Rather we were suddenly  talking,
because we  had to, about the direct regulation of games,
those who   make  them,  those who  deliver them,  and
those who  play them. Suddenly  the gloves were off and,


1   https://www.mtjg.co.uk/mtjg-v.
2   https://www.imdb.com/title/tt0078748/.
3   'Loot boxes: An industry at war with itself over a technicality - 2018 in
    Review: The evidence says loot boxes are gambling, but the law is still catch-
    ing up', https://www.gamesindustry.biz/articles/2018-12-12-loot-boxes-a-
    year-in-review.
4   'Parliament launches addictive technologies inquiry', https://www.games
    industry.biz/articles/2018-12-11 -inquiry-into-immersive-and-addictive-
    technologies-launched-by-uk-government.
5   'German regulator warns Outfit 7 and Green Tea Games over in-app
    purchases: Consumer protection body concerned by how studios are
    targeting minors with microtransactions priced at up to f109.99',
Journal compilation ( 2019 Edward Elgar Publishing Ltd


welcome  or not, the battle was unavoidable. The real pro-
blem  as we kept finding out  again and again was  that
the enemy  was  not so much  coming  to us for battle, as
the enemy  was  coming  from  within us like that awful
scene in Ridley Scott's 1979 science fiction film 'Alien'
where  the namesake  of the film emerges from the chest
of Executive Office Kane (played by John Hurt).2
   Equally eerily, we probably all knew or at least suspected
that we were among  dangerous  alien eggs not indigenous
to the natural creativity and fun of video games:
   *  Loot boxes implicating the vice and potential illegal-
      ities of gambling.3
   *  Game  mechanics of continuous engagement rewarding
      compulsiveness and easily mistaken for or assumed to
      be addictive.4
All of which  goes back to our original Achilles heel -
children  play with us, and  sadly as happens   far too
often in the above examples, we play with children.
   On  top of all the shadows  of regulation emanating
from  the above examples, who   could ever have dreamt
that the purest form of gaming, interactive storytelling,
would, or even could, be co-opted by Netflix or YouTube
as the internet's next big thing.6 Perhaps we could even
get our collective head around the question of whether to
regulate video games in the context of our natural video
game  habitat. However,  adding gross insult to already
sustained injury  is the fact that that we are certainly
'not in Kansas  anymore'   with the CEO   of Facebook
quite literally asking for regulation  of the internet
(with particulars that would  in almost every  material
way  include video games).'  Perhaps  it is too much to
even  mention   the publication  by the  UK  House   of
Lords  of 'Regulating in  a digital world' on 9 March
2019.8 Maybe   next time  Master Zuckerberg,  don't  be
so quick to throw  everyone  under the bus  that maybe
only your company   should be run  over by.
   There is ample irony that video games' decades-long
battle with one cause of perdition appears to have ended.


    https://www.gamesindustry.biz/articles/2018-10-11-german-government-
    warns-outfit-7-and-green-tea-games-over-in-app-purchases.
6   'Netflix's Bandersnatch UX: Cinema meets Gaming, how to make the
    marriage last!', https://www.gamasutra.com/blogs/OmTandon/20190109/
    333860/NetflixsBandersnatchUXCinema-meetsGaming-how to
    makethe marriage_1ast.php.
7   'Mark Zuckerberg: The Internet needs new rules. Let's start in these four areas',
    https://www.washingtonpost.com/opinions/mark-zuckerberg-the-internet-
    needs-new-rules-lets-start-in-these-four-areas/2019/03/29/9e6f0504-521a-
    11e9-a3f7-78b7525a8d5f story.html?utmterm=.6efa599b403a.
8   https://publications.parliament.uk/pa/1d201719/dselect/dcomuni/299/
    29902.htm.


10.4337/ielr.2019.01.00

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