Microtransactions & More: Games Industry Campaign Places Responsibility on Parents

Microtransactions & More: Games Industry Campaign Places Responsibility on Parents

4 years ago
Anonymous $mKxHd64frN

https://wccftech.com/microtransactions-more-parental-controls-campaign-places-onus-on-parents/

We've had the horrible attempted classification of loot boxes as surprise mechanics, countered by calls by those in government in places as large as the US and UK for those in charge to act against the predatory nature of loot boxes. I've said it before and I'll say it again, the governing bodies of the games industry will never act against these or anything else that proves to be lucrative simply because they are funded by the companies themselves. A new campaign by Ukie (UK Interactive Entertainment Association) seems to push this further, advising parents and carers about parental control.

It's hardly a secret that I'm opposed to loot boxes and the predatory tactics of companies with them and other microtransactions in video games, particularly those that are designed to pray on younger or other more susceptible players.

Microtransactions & More: Games Industry Campaign Places Responsibility on Parents

Jan 10, 2020, 5:35pm UTC
https://wccftech.com/microtransactions-more-parental-controls-campaign-places-onus-on-parents/ > We've had the horrible attempted classification of loot boxes as surprise mechanics, countered by calls by those in government in places as large as the US and UK for those in charge to act against the predatory nature of loot boxes. I've said it before and I'll say it again, the governing bodies of the games industry will never act against these or anything else that proves to be lucrative simply because they are funded by the companies themselves. A new campaign by Ukie (UK Interactive Entertainment Association) seems to push this further, advising parents and carers about parental control. > It's hardly a secret that I'm opposed to loot boxes and the predatory tactics of companies with them and other microtransactions in video games, particularly those that are designed to pray on younger or other more susceptible players.