While the game is being recognized by more and more popular groups, it has also attracted attention from regulators and a large number of associations about the need for social responsibility for the game, especially the “open box” cashing in the way of questioning and targeting has been endless. The Royal Society for Public Health (RSPH) recently urged the UK government to “make it a gamble as soon as possible”, meaning that at least in the UK, games to join the open-out mechanism are likely to be “illegal”.
In fact, since 2018, regulators around the world have stepped up their efforts to regulate the gaming industry, from hearings before the U.S. Trade Commission, the British Parliament’s Digital, Cultural, Media and Sport Committee, to the direct decision of game associations in Belgium and the Netherlands as gambling, a trend that has become increasingly difficult for years.
The potential impact of the news is huge for gaming companies, with the “out-of-the-box” system contributing 20 billion pounds ($25.8 billion) to global markets, according to a report by Gamble Aware, a joint public health association. That’s almost a quarter of the global gaming market in 2019, and the impact on peers’ revenues is huge.
So why is the impact of the Royal Society for Public Health on the gaming industry so much, and what exactly is the “out-of-the-box” game?
Read a “tight spell” on the gaming industry, open the box or be convicted of gambling
The report, which surveyed 1,000 young people aged 11-24 in the UK, concluded that “58 per cent of young people in the UK consider the open box to be a highly addictive gamble, and 55 per cent” think it is a highly addictive gamble Respondents believe that mobile games or other platform games that join the mechanism have the potential to allow players to become gambling habits.”
In response, the Royal Society for Public Health made the following request to the British Government:
The gaming industry must ensure that free games introduce a series of authentication methods for players under the age of 18, and that technical means detect the uncontrolled consumption of open-box and other types of gambling content by technical means, and expand the definition of gambling in the Health Education Curriculum so that more primary school students are aware of the importance of preventing gambling habits; Launched education programmes to help parents, guardians and teachers improve their education on gambling-related aspects, and make mental health support teams in schools and universities in the UK aware of the dangers of gambling.
Shirley Cramer CBE, chief executive of the Royal Society for Public Health, said: “Young people tell us that gambling and gambling-like behaviour are slowly and determined to lead them into bad habits, and that, like other public health problems, it requires both educational and regulatory tools. Young people are not all resistant to gambling and similar behavior, they just want to be aware of life and have enough comprehensive information to make rational decisions.”
In fact, this is not the first time the chest has been worn with a “tight spell”. In September, the UK’s Digital Culture, Media and Sport Committee also recommended that the UK Parliament make the open box a gamble because young children are extremely vulnerable, and in an 86-page report published at the same time it recommended that the sale of chests to children be banned and that “in-game rewards be replaced”. Earlier, U.S. Republican lawmakers had proposed a bill banning the opening of the box, sought to limit it at the U.S. legislative level.
A further 2018 survey by the British Gaming Commission found that 31 per cent of 11-16 year olds had paid or used in-game props to open their chests. The American Entertainment Software Association also asked gaming companies to disclose out-of-the-box rates, which are endorsed by Microsoft, Sony and Nintendo.
It is also worth noting, perhaps, that groups such as the Royal Society of Public Health do not have enforcement powers, but have a huge influence in the UK and even between the US and Europe, compared with the lengthy legislative process. According to GameLook, the association has signed 27 local councils in 2018 in conjunction with associations such as the Royal College of Ireland to reduce obesity rates, triggering a march that has forced Coca-Cola’s annual Christmas tour trucks to reduce stops by more than a third.
Publicity rate is not enough, exploring new ways of cashing in is fundamental
From the European and American perspective, “out of the box” as a gambling act is written into the law of the risk is gradually increasing, especially in the British market. But as we mentioned earlier, legislation still has a long way to go before it can be implemented through a lengthy discussion and voting process.
What is certain is that the drop rate announcement has become the global standard, before Microsoft, Sony, Nintendo, Apple and Google have asked the App Store and Google Play platform all the games marked the chest drop rate, and in the Chinese market for the opening of the box restrictions appear to be more stringent, according tomedia, After the new rules, the number of daily (paid) single pumping should not exceed 30 times, 10 even draw can not exceed 3 times, a total of not more than 50 times a day open the treasure chest.
It has to be said that, with the pressure on the regulatory level, most games have actually taken the form of published rates, which have been the opening of mainstream revenue streams over the past few years and are now falling in revenue at every gaming company.
Of course, as mentioned by overseas regulators, “announcement rate is not enough”, including the Chinese market, with the further growth of the game market, the international community more and more attention to the game industry’s social responsibility, underage protection, the implementation of the age classification system and the frequent sale of the open treasure chest, it puts pressure on the way the game is realised.
Fundamentally, the published drop rate can only be a “stopgap”, and exploring new ways of realizing is the way out. Battle Pass, which has become popular in tactical sports, has become increasingly important in major gaming markets around the world, with at least 20 per cent of top100 products in China, the US and the US joining the model.