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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Is Simulating Casino Environments in Video Games Worse than Gambling with Loot Boxes? The Case of the Removed Pokémon Game Corner</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>muli L</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Turku</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>99</fpage>
      <lpage>109</lpage>
      <abstract>
        <p>This study focuses on the effectiveness of video game age ratings to take into account gambling. As a case example, we look at games in the Pokémon franchise where a casino-resembling “game corner” was either completely removed or its features were cut in order to abide by the PEGI (Pan-European Game Information) age rating rules. We argue that the removal of the game corner or its features is tied to an outdated idea of what gambling is, and is focused on removing associations to traditional forms of gambling rather than removing actual modern forms of gambling, such as loot boxes, from games. We address the difficulty of objectively identifying game mechanics that are linked to gambling and discuss the alternative measures game age raters can take to detect and identify gambling in video games. Finally, we discuss the ethical responsibility of game designers in creating gameplay for children that encourages gambling.</p>
      </abstract>
      <kwd-group>
        <kwd>Short paper</kwd>
        <kwd>Pokemon</kwd>
        <kwd>game corner</kwd>
        <kwd>gambling</kwd>
        <kwd>loot boxes</kwd>
        <kwd>PEGI</kwd>
        <kwd>age rating</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        “We cannot define what constitutes gambling. That is the
responsibility of a national gambling commission. Our gambling
content descriptor is given to games that simulate or teach
gambling as it’s done in real life in casinos, racetracks, etc. If a
gambling commission would state that loot boxes are a form of
gambling, then we would have to adjust our criteria to
that.”
        <xref ref-type="bibr" rid="ref18">(Dirk Bosmans OD of PEGI, 2017)</xref>
        Recently, academic studies have problematized traditional viewpoints on gambling,
with a particular focus on whether loot boxes are a form of gambling or not
        <xref ref-type="bibr" rid="ref6">(Drummond
and Sauer, 2018)</xref>
        . Loot boxes are purchasable objects in games, which yield
2
(seemingly) random rewards. As such, a popular real world comparison for them is
lottery scratch cards
        <xref ref-type="bibr" rid="ref15">(Macey and Hamari, 2019)</xref>
        . Loot boxes and other similar more
obfuscated game mechanics are ubiquitously used in currently popular free-to-play
games for their effectiveness in getting players to use real world currency in the game
        <xref ref-type="bibr" rid="ref30">(Zendle et al., 2020)</xref>
        . The difficulty in regulating loot boxes by law is the myriad of
ways such mechanics can be implemented in games, producing a wide variety of grey
areas in which decisions whether a particular game mechanic is akin to gambling are
subjective.
      </p>
      <p>
        The magnitude of this problem is huge due to the popularity of video games and
their effects on especially young players
        <xref ref-type="bibr" rid="ref10">(Greenfield, 2014; Kovess-Masfety et al.,
2016)</xref>
        . Video games as a form of free-time activity have grown each year to the point
where they are now the second biggest entertainment sector globally measured in the
total amount of revenue generated, only being topped by television
        <xref ref-type="bibr" rid="ref16">(McCaffrey, 2019)</xref>
        .
The popularity of video games have also sparked scholars to observe ethical questions
related to games and gaming beyond gambling
        <xref ref-type="bibr" rid="ref17 ref26 ref9">(e.g. Gotterbarn, 2010; Munoz and
ElHani, 2012; Warner and Raiter, 2005)</xref>
        . In addition, video games have been used and
developed to support learning as well as other goals
        <xref ref-type="bibr" rid="ref2">(Boyle et al., 2016)</xref>
        . It is thus clear
video games have impacts on players, whether it be consciously teaching something
useful such as mathematics
        <xref ref-type="bibr" rid="ref3">(Bui et al., 2020)</xref>
        , used as a tool for exploring ethical and
philosophical questions
        <xref ref-type="bibr" rid="ref27">(Webber and Griliopoulos, 2017)</xref>
        or unconsciously and
unintentionally encouraging unwanted behaviours
        <xref ref-type="bibr" rid="ref1">(Alomar et al., 2019)</xref>
        . Because of
this, identifying correlations between game mechanics and behavioural, cognitive and
affective outcomes is paramount.
      </p>
      <p>
        The purpose of this study is to explore the ethical aspects of gambling in video games
from the perspective of age ratings. To this end, we select the Pokémon franchise as a
case example. We observe nine games altogether: (1) Pokémon Red, released in Europe
in 1998; (2) Pokémon Silver, released in Europe in 2001; (3) Pokémon Ruby, released
in 2003; (4) Pokémon Pearl, released in 2007; (5) Pokémon Platinum, released in 2009;
(6) Pokémon Alpha Ruby, released in 2014; (7) Pokémon GO, relea
        <xref ref-type="bibr" rid="ref23">sed in 2016</xref>
        ; (8)
Pokémon Let’s go Pikachu, released in 2018; and (9) Po
        <xref ref-type="bibr" rid="ref13">kémon Shield, released in 2019</xref>
        .
We compare how during the roughly 20-year period the presence of gambling and akin
mechanics have changed and evolved, and refer to the PEGI (Pan-European Game
Information) rules and how the case games were rated by PEGI. Via our observations
we discuss the effectiveness of the current PEGI rating system to take into account
actual gambling encouraging game mechanics and discuss what (1) legislators; (2)
game developers; and (3) players and their parents can do to alleviate the identified
negative consequences of gambling.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>The (Removed) Pokémon game corner</title>
      <p>
        The Game Corner is an integral part of the original Pokémon Games Red and Blue
(released in Japan as Red and Green in, 1996). The game corner is essentially an
ingame casino (See Figure 1) where the player can spend a virtual currency (which is not
the same as the game’s primary virtual currency) to play slot machines. Interacting with
3
the slot machines invokes a small minigame through which the player can earn or lose
coins that can be exchanged for in-game rewards. However, unlike with loot boxes and
other more recently discussed forms of gambling
        <xref ref-type="bibr" rid="ref15">(Macey and Hamari, 2019)</xref>
        , the game
corner has no connection to spending real world money. In Pokémon Red and Blue, the
player is free to visit the game corner at will, it is also connected to the main storyline
of the game.
      </p>
      <p>
        The game corner was introduced to the subsequent main branch Pokémon games
Silver/Gold, Ruby/Sapphire and Pearl/Diamond until it was first removed from the
European version of Pokémon Platinum (released in 2009) and all subsequent games
        <xref ref-type="bibr" rid="ref24">(Towell, 2009)</xref>
        . The given reason for its removal was the new PEGI rules that stated
that all games which “simulate or teach gambling as it’s done in real life in casinos,
racetracks, etc” need to be rated at PEGI-12 or higher
        <xref ref-type="bibr" rid="ref18">(Palumbo, 2017)</xref>
        . For the
Pokémon games to get a more family-friendly PEGI-rating, the game developers simply
removed the game corner. The case of the missing game corner was noted again in 2014
when the remakes of old pokémon games: Omega Ruby, Alpha Sapphire did not
include the game corner unlike the original games. In the games instead of the game
corner, players were displayed a sign stating that the game corner has closed. In a more
recent remake Let’s GO Pikachu and Let’s GO Eevee, which retell the story of
Pokémon Red and Blue, the game corner is not removed as it serves an important part
of the story. However, the player is not able to play the slot machines in the game
corner.
4
      </p>
      <p>
        In the resulting online discussion concerning the removed game corner several
players pointed out that several gambling aspects in the Pokémon games remained
untouched. For example, there is a money bet in each pokémon battle in the game.
Furthermore, the topic of loot boxes and other similar mechanics were brought into the
discussion, as they can be conceptualized as gambling with real money instead of an
imaginary in-game currency
        <xref ref-type="bibr" rid="ref30">(Zendle et al., 2020)</xref>
        .
      </p>
      <p>We observed the game corner in four Pokémon franchise games: Red, Silver, Ruby
and Pearl. In none of the games it was connected to spending real-world money, in all
games the player had the option to have better odds to win than the house and some of
the game corner minigames (i.e. in Pokémon Silver) were skill-based and not random.
Based on this review, the PEGI-guidelines and statements from the PEGI operations
director, we conclude that the game corners were classified as mild
gamblingencouragement solely based on their appearance and interior design, and perhaps
because of the psychological parallels to gambling, not because they would be actual
gambling or related to modern forms of gambling such as loot boxes.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Encouragement towards gambling and actual gambling</title>
      <p>
        The major ethical question that arose from the removal of the game corner was which
one is worse: (1) encouragement towards gambling and the simulation of real-world
gambling practices; or (2) actual gambling. The PEGI guidelines seem to target both,
however, only partially. The game corner example shows evidence that game
developers are fully aware of the PEGI guidelines and are figuring ways to circumvent
them with game mechanics that have the same psychological rewards and addictive
qualities as gambling, but which do not fall under the current objective currently used
criteria for assessing gambling in games
        <xref ref-type="bibr" rid="ref18 ref6">(Drummond and Sauer, 2018; Palumbo, 2017)</xref>
        .
3.1
      </p>
      <sec id="sec-3-1">
        <title>Encouragement towards gambling and the simulation of real world gambling</title>
        <p>The game corners in the Pokémon games were identified as simulating real world
gambling by the PEGI guidelines. As evidence, the re-release of Pokémon Red on
Nintendo 3DS received a PEGI 12+ rating due to it contains gambling (and a game
corner) while the remake of Pokémon Red released almost at the same time (Let’s GO
Pikachu) received a PEGI 7+ rating and no mention of gambling. Even though Let’s
GO Pikachu does contain the very same game corner (See Figure 2) the player cannot
interact with the slot machines. The fact that Let’s GO Pikachu and Let’s GO Eevee
got a PEGI-7 rating proves that it is not only the mentioning or displaying of a
casinotype of a building that is interpreted as gambling, but the player needs to be able to
actively be involved in gambling-simulating activities. While the slot machines and
interior of the game corner (See Figure 2) closely resembles that of a casino, it does not
function as such to the player. On the other hand, inside the game corner the player
engages in trainer battles with members of the Team Rocket, where there is a money
bet. Winning grants money while losing takes it away. Thus, we conclude that for the
PEGI to classify a game to contain gambling, it needs to have both a casino-stimulating
5
environment and the player needs to be able to participate in gambling-simulating
activities in that particular environment, but not only generally, but in the particular
fashion that society assumes gambling to take place (i.e. playing slot machines).</p>
        <p>
          While from an ethical standpoint it is good to be cautious with what content to
display to kids, there is no empirical evidence that the game corners that were in place
in Pokémon games for 10+years caused any of the millions of kids playing the games
to participate in real-world gambling. Still, the positive portrayal of casino life can be
regarded as potentially harmful. The positive experiences that players are given in the
game corner might direct them to seek similar experiences in the real world.
Experiences with games have been shown to, in general, influence human perceptions
on real world phenomena, for example, with regards to prosocial behavior
          <xref ref-type="bibr" rid="ref7">(Gentile et
al., 2009)</xref>
          .
          <xref ref-type="bibr" rid="ref12">King et al., (2014</xref>
          ) studied simulated gambling in video games and its
connection to monetary gambling and included a Pokémon game in their analysis,
however, it is not clear which one. They showed a correlation between engaging in
simulated gambling and monetary gambling, however, could not establish causality
based on their research design. Yet, their study has several interesting implications.
While participation in simulated gambling may reinforce existing desires to gamble in
the real world, it may also replace monetary gambling with a much more harmless
activity. Furthermore, as games, books and art are frequently used to explore inner
feelings, and for conceptualizing the world in new ways and learning self-regulation,
games simulating gambling may in fact be a safe way to learn to deal with impulses to
gamble.
6
Loot boxes have brought into discussion what constitutes gambling, as essentially
players are spending money on a random event in hopes of a chance of obtaining high
rewards
          <xref ref-type="bibr" rid="ref30">(Zendle et al., 2020)</xref>
          . A recent study comparing the psychological impact and
responses of gambling and loot boxes found several similarities
          <xref ref-type="bibr" rid="ref6">(Drummond and Sauer,
2018)</xref>
          and empirical studies have even observed purchasing loot boxes to be linked with
problematic gambling behavior in adolescents
          <xref ref-type="bibr" rid="ref29 ref30">(Zendle et al., 2019; Zendle et al., 2020)</xref>
          .
        </p>
        <p>
          Loot boxes may be masked in ways which make them difficult for game age raters
such as PEGI to identify. For example, the popular location-based game Pokémon GO
contains eggs which may be hatched by walking. However, in order to incubate the
eggs, currency needs to be used to purchase incubators. As the eggs yield random
reward i.e. random pokémon, they fit the definition of loot boxes
          <xref ref-type="bibr" rid="ref30">(Zendle et al., 2020)</xref>
          .
Surprisingly, Pokémon GO is rated PEGI 3+ on Google Play Store, even though
according to PEGI guidelines, the presence of gambling would automatically deserve a
game to be rated PEGI 12+ or higher. The operations director for PEGI, Dirk Bosmans
explains the situation by saying that a specific set of objective criteria is used for rating
games and loot boxes are not currently part of the criteria that constitutes gambling
          <xref ref-type="bibr" rid="ref18">(Palumbo, 2017)</xref>
          .
        </p>
        <p>Due to the constantly increasing popularity of the internet and the reach of video
games, we predict that gambling in the future will not in fact primarily take place in
physical casinos. Rather it may be manifest in the form of purchasing loot boxes in
video games, online betting and online casinos. The rapidly changing society with new
technologies and games emerging also require rapid responses from policy makers and
legislators. The PEGI -rating system seems in this regard old-fashioned. But how to
respond? Game mechanics offering random rewards in exchange for real money could
be classified as gambling, but then games could start adapting ways to circumvent this
by, for example, selling in-game currency indirectly. Going further and rating all
applications with in-app purchases as PEGI 12+ or higher could result in a large number
of unnecessarily high ratings for games where only a single or few in-app purchases are
made, and which have no loot boxes or other gambling elements. Because of these
issues it is useful to address loot boxes and gambling in video games as an ethical issue.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Ethical considerations and actions beyond legislation</title>
      <p>
        Because (1) the video game industry is changing fast; (2) laws and regulations rating
the games are often blind to psychological tricks
        <xref ref-type="bibr" rid="ref11">(see e.g. Kimppa et al., 2015; Søraker,
2016)</xref>
        invoked by the games to get players to make in-app purchases; and (3) because
the encouragement for problematic behaviour in games is often unclear; it is worth also
considering what guardians, players themselves and game developers can do to
minimize the problematic outcomes of playing games, particularly with regards to
gambling.
7
4.1
      </p>
      <sec id="sec-4-1">
        <title>Parents’, guardians’ and players’ role in minimizing negative impacts of video games</title>
        <p>
          For underage players, parental regulation and control of playing is needed. In the case
the games contain some questionable behavior, parents may help understand why the
behaviour is bad by describing and discussing it with their children
          <xref ref-type="bibr" rid="ref5">(Cantor and Wilson,
2003)</xref>
          . There are several studies reporting short-term temperament increases while
playing
          <xref ref-type="bibr" rid="ref27">(e.g. Unsworth et al., 2017)</xref>
          , drawing conclusions that games would have
permanent negative impacts increasing aggression levels on some people. However,
such claims have been demonstrated to be far-fetched and unfounded (
          <xref ref-type="bibr" rid="ref13">Kuhn et al.,
2019</xref>
          ). There is, however, substantial evidence that excessive playing would be
connected to addiction and deficient self-regulation
          <xref ref-type="bibr" rid="ref14 ref21 ref8">(Gong et al., 2019; LaRose et al.,
2003; Seay and Kraut, 2007)</xref>
          . In addition, concerns arise from the increasing potential
of games being used as a way to collect sensitive information from players, either by
the developers or 3rd parties
          <xref ref-type="bibr" rid="ref19">(Rauti and Laato, 2020)</xref>
          . Purchasing loot boxes may act as
a gateway for gambling, betting and going to real-world casinos
          <xref ref-type="bibr" rid="ref29">(Zendle et al., 2019)</xref>
          and in addition, loot box purchasing itself may be a harmful form of gambling. As
legislators are currently not interfering with the rampant in-app marketing strategies
and loot boxes in video games, parents, guardians and players themselves need to take
a stand against it. In fact, many studies encourage parents to be mindful of the games
their children are playing, especially with regards to the behavioral impact of the games
          <xref ref-type="bibr" rid="ref22">(Serino et al., 2016)</xref>
          .
4.2
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Video game developers’ role in minimizing negative impacts of video games</title>
        <p>
          The video game developers’ role in this discussion is of ethical nature. As in any
marketing profession, the video game developers are also driven by the need to make
profit. With bodies such as PEGI taking care of game rating for them, can game
companies externalize their responsibility to policy makers and law enforcement and
focus on making profit by whatever means necessary? Gottenbarn (2010) points out
that all in-game actions are not even self-evident to game developers themselves and
emergent phenomena are difficult to predict. Following
          <xref ref-type="bibr" rid="ref4">Brey (1999)</xref>
          , game designers
could identify possible actions in their game and then explore the effects of those
actions on players on an ethical level. Straightforward negative behavior can be
ethically less problematic than subtle and insinuating behavior. The latter is more
difficult for players to pay attention to and thus, analyze, conceptualize and respond to
accordingly.
        </p>
        <p>
          As our focus in the current work is on gambling in video games, it is worth
considering the apparent trade-off of including gambling in games and masking it as
something else, such as loot boxes. While loot boxes have turned out to be incredibly
profitable
          <xref ref-type="bibr" rid="ref30">(Macey and Hamari; 2019; Zendle et al., 2020)</xref>
          , they have negative impacts
on players such as causing deficient self-regulation and fatigue
          <xref ref-type="bibr" rid="ref16">(McCaffrey, 2019)</xref>
          . In
the long run, games facilitating positive things including psychological well-being are
more likely to maintain popularity among players than those exploiting players with
8
psychological tricks potentially resulting in addiction, negative affect and an empty
bank account
          <xref ref-type="bibr" rid="ref11">(Kimppa et al., 2015)</xref>
          . As such, balance between making players feel
positive emotion and incentivizing them to pay for the game is needed. Here several
ethical questions can be raised, such as should minor struggling game developers be
held to the same standard as major game developers with solid income with regards to
healthy game mechanics, and should game developers be more transparent about the
negative psychological impacts that some of their game mechanics such as loot boxes
may have on children despite not receiving a PEGI 12+ or higher rating.
        </p>
        <p>
          Beyond the gaming industry, for example food producers and car manufacturers hold
the primary responsibility for the safety of their product in the eyes of legislation. On
the other hand, we are seeing a phenomenon in food production where cheaper and
unhealthier ingredients are being added to food produce such as store-brought meals
and McDonalds meals
          <xref ref-type="bibr" rid="ref20">(Schröder and McEachern, 2005)</xref>
          . Serving unhealthy food is
contrasted by the customers’ high expectation on responsible business practice by the
company
          <xref ref-type="bibr" rid="ref20">(Schröder and McEachern, 2005)</xref>
          . A similar phenomenon can be seen in the
gaming industry where the game developers want to portray themselves as ethical and
responsible and avoid breaking the law, but use opportunities to make extra income
regardless of ethics, as evident by the popularity of loot boxes. Because of this, parents,
guardians and policy makers need to stay alert about potentially emerging new harmful
effects of games and ensure that potentially harmful games are not given to children.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and outlook</title>
      <p>Games can encourage, teach or incentivize all kinds of unwanted behaviors and the
PEGI committee only looks at a narrow and superficial set of game content when giving
age ratings to games. While the PEGI rating may be useful for adults when filtering out
sexual or violent content, it fails to acknowledge certain forms of gambling such as loot
boxes, and completely ignores game mechanics scaffolding the birth of certain
unwanted traits such as deficient self-regulation. From the Pokémon franchise, we gave
the example of the game corner deserving a PEGI 12+ rating and argued it being the
result of a superficial view of what constitutes gambling. As a comparison, the popular
Pokémon GO contains aggressive marketing, micro-transactions and real
worldparallel lottery ticket scratching -type of gambling in the form of hatching eggs, and
has a PEGI 3+ rating.</p>
      <p>
        In this study we explored the ethical issues related to gambling in video games. In
light of recent academic literature, loot boxes can be regarded as a form of gambling
with real money
        <xref ref-type="bibr" rid="ref15 ref30 ref6">(Drummond and Sauer, 2018; Macey and Hamari, 2019; Zendle et al.,
2020)</xref>
        which currently goes unaddressed by age-rating committees such as PEGI.
Parents, guardians, players, developers and legislators have a shared responsibility
about what kinds of games children play and what behavioral impacts these games
have. In this situation the academia as well as policy makers need to be ready to act fast
to evolving and rapidly changing technologies and game mechanics. Finally, while
games can have negative impacts, they can also have a multitude of positive effects on
9
players. Games can bring joy and happiness. Furthermore, they can help relieve stress
and anxiety and they can even be used as a vessel to explore ethical issues
        <xref ref-type="bibr" rid="ref28">(Zagal,
2009)</xref>
        . But to be able to enjoy these positive things, the negative ones need to be filtered
out.
10
Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., ... &amp; Otten, R.
(2016). Is time spent playing video games associated with mental health, cognitive and
social skills in young children?. Social psychiatry and psychiatric epidemiology, 51(3),
349-357.
      </p>
    </sec>
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