Talon qutisi - Loot box

Yilda video O'yinlar, a o'lja qutisi (shuningdek, a talon / sovg'a qutisi) bu boshqa virtual elementlarning tasodifiy tanlovini olish uchun ishlatilishi mumkin bo'lgan sarflanadigan virtual element yoki o'lja, pleyer uchun oddiy sozlash imkoniyatlaridan tortib avatar yoki qurol, zirh kabi o'yinni o'zgartiradigan uskunalarga. Talon qutisi odatda monetizatsiya, o'yinchilar qutilarni to'g'ridan-to'g'ri sotib olishadi yoki o'ynash paytida qutilarni olishadi va keyinchalik ularni sotib olish uchun "kalitlarni" sotib olishadi. Ushbu tizimlar shuningdek ma'lum bo'lishi mumkin gacha (asoslangan gashapon - kapsula o'yinchoqlari) va birlashtirilgan gacha bo'lgan o'yinlar.

Loot box tushunchalari kelib chiqqan o'lja tizimlari ommaviy multiplayer onlayn rol o'ynash o'yinlarida va monetizatsiyadan bepul o'ynash mobil o'yin. Ular birinchi marta 2004 yildan 2007 yilgacha paydo bo'lgan va shu vaqtdan beri ko'plab bepul o'yinlarda va ba'zi to'liq narxlardagi titullarda qatnashishgan. Ular video o'yinlarni ishlab chiquvchilari va noshirlari tomonidan nafaqat o'yinlar uchun doimiy daromad olishga yordam berish, balki pulli pullarning kamchiliklaridan qochish uchun ham ko'rishadi. yuklab olinadigan tarkib yoki o'yinlarga obuna bo'lish, shuningdek, yangi sovg'alar va sovg'alar tizimlari orqali yangi tarkib va ​​kosmetika vositalarini taklif qilish orqali o'yinchilarning qiziqishini saqlab qolish.

Talon qutilari 2010 yil o'rtalarida bir nechta o'yinlarga qo'shilish orqali ommalashgan. O'n yillikning oxiriga kelib, ba'zi o'yinlar, xususan Yulduzli urushlar jangi II, ularning tanqidiga sabab bo'lgan kontseptsiyaga yondashuvlarni kengaytirdi. Bunday tanqidlarga "g'alaba qozonish uchun to'lash "o'lja qutilariga real pul sarflaydiganlarni va ularni joylashtirish uchun o'yin tizimlariga salbiy ta'sir ko'rsatadigan, shuningdek, to'liq narxdagi o'yinlarda amalga oshirilganda iste'molchilarga qarshi bo'lgan o'yin tizimlarini afzal ko'radi. Ulardan manba sifatida foydalanish qo'rquvi tufayli kulrang bozor teri qimor, o'lja qutilari milliy tartibga solinadigan bo'ldi qimor o'yinlari to'g'risidagi qonunlar bir vaqtning o'zida turli mamlakatlarda.

Dizayn

Dan o'lja qutisining ochilishi Overwatch. Qutini silkitishi, rang bilan ko'rsatilgan kam uchadigan disklari va yakuniy ochilishi kabi elementlar ochilgan o'lja qutilarining jozibadorligini oshirish uchun mo'ljallangan. Jarayon tugagandan so'ng, o'yinchiga ko'proq qutilarni sotib olish uchun do'konga olib boradigan tugma taqdim etiladi.

"O'lja qutisi" odatda paydo bo'ladigan o'yin turiga bog'liq bo'lgan bir nechta turli xil usullar bilan nomlanishi mumkin. "O'lja qutisi", "o'lja qutisi" yoki "qulf qutisi" otishni o'rganish o'yinlarida tez-tez qo'llaniladi, chunki u yangi jihozlangan kiyimlarni oladi. yoki undan uzatma. Raqamli karta o'yinlarida "atamasi ishlatilishi mumkinkuchaytirish to'plami "quyidagi yig'iladigan karta o'yini ildizlar.[1]

Talon qutilari ko'pincha o'yin paytida o'yinchilarga beriladi, masalan, mukofot sifatida tekislash ularning xarakteri yoki to'ldirilishi a ko'p o'yinchi o'yinni tashlamasdan.[2][3] Talon qutilari, shuningdek, o'yinning tashqarisidagi aktsiyalar, masalan, ba'zi oqim voqealarini tomosha qilish orqali berilishi mumkin.[4][5] Aktyorlar ularni to'g'ridan-to'g'ri sotib olishlari mumkin, ko'pincha real pul mablag'lari hisobidan, shuningdek, o'yin ichidagi valyuta orqali.[6] Ba'zi o'lja qutilarini zudlik bilan sotib olish mumkin, boshqalarini sotib olish uchun esa "kalit" kiyingan ko'proq sarflanadigan narsalar kerak bo'ladi.[7]

Talab qutilari odatda o'yin ichidagi interfeys orqali sotib olinadi, bu jarayonni jozibali vizual va audio effektlar bilan bezatadi.[2][8] Ba'zi bunday interfeyslar aniq modellashtirilgan o'yin avtomatlari yoki ruletka g'ildiraklari.[8] Aktyorda o'lja qutilari yoki tugmachalari tugagach, ko'proq sotib olishlari mumkin bo'lgan taniqli tugma ko'rsatilishi mumkin.[9]

Talab qutisi tomonidan berilishi mumkin bo'lgan narsalar, odatda, "kamdan-kam" bilan baholanadi, har bir navga qarab buyumni olish ehtimoli tez kamayadi. Berilgan narsalar to'plami tasodifiy tanlangan bo'lsa-da, u ma'lum kafolatlar bilan ta'minlanishi mumkin, masalan, u kamida ma'lum bir noyob yoki undan yuqori bo'lgan narsalardan iborat bo'ladi.[10] Ba'zi bir qutqarish jarayonida hali ochilmagan buyumlar uning noyob darajasiga mos keladigan rang bilan taqdim etiladi va bu narsalarni ochib berish hayajonini yanada oshiradi.[8]

Aktyor inventarizatsiyasi o'yinni ishlab chiquvchilar yoki noshirlar tomonidan boshqariladigan server ma'lumotlar bazalarida boshqariladi. Bu o'yinchilarga boshqa o'yinchilarning inventarizatsiyasini ko'rishlari va ular bilan savdo-sotiqni tashkil qilishlari mumkin.[7] Talon qutilaridan olingan va o'yinchi xarakteri bilan jihozlangan yoki ishlatilgan narsalar deyarli barcha o'yinchilarga o'yin davomida, masalan, belgi terisini ko'rish yoki ovozli chiziqni eshitish kabi ko'rinadi.[9]

Aksariyat o'lja qutilari, o'yinchi allaqachon egasi bo'lgan narsalarga e'tibor bermasdan narsalarni beradi. Ushbu nusxalarni yo'q qilish uchun vositalar taqdim etiladi, ko'pincha ularni boshqa o'yinchilar bilan savdo qilish yoki ularni o'yin ichidagi valyutaga o'tkazish. Ba'zi o'lja qutilari o'yinchilarga ushbu valyutadan to'g'ridan-to'g'ri mavjud bo'lmagan narsalarni sotib olish uchun foydalanishga imkon beradi.[3][11]

Ba'zi o'lja qutilari tizimlari, avvalambor osiyolik ishlab chiqaruvchilar, moslashtirilgan usuldan foydalanadilar gashapon (kapsula o'yinchoq) savdo avtomatlari.[12] Bular gacha bo'lgan o'yinlar tasodifiy buyum, belgi yoki boshqa virtual buyumlarni olish uchun "aylantirish" (kapsula mashinasining krankini aylantirishga o'xshash) taklif qiling. "Gacha" ning bir shakli "deb nomlanganto'liq gacha "o'yinchilarga kamdan-kam uchraydigan elementni yaratish uchun oddiy narsalarni bir to'plamda birlashtirishga imkon beradi.[13] To'plamdagi dastlabki bir nechta narsalarni tezda sotib olish mumkin, ammo etishmayotgan narsalar soni kamayishi bilan, o'lja qutisini sotib olish to'plamni yakunlashi mumkin emas. Bu, ayniqsa, o'yinda juda ko'p umumiy narsalar mavjud bo'lsa, to'g'ri keladi, chunki oxir-oqibat bitta alohida narsa talab qilinadi.[13] Ushbu maxsus amaliyot shunday edi taqiqlangan Yaponiyada Iste'molchilar bilan ishlash agentligi 2012 yilda, garchi umuman o'yinlar qolsa ham.[13]

Ba'zi o'yinlar mavsumiy yoki maxsus tadbirlarni o'lja qutilarini o'z ichiga olishi mumkin, ular faqat ushbu tadbir davomida mavjud bo'lgan narsalarni o'z ichiga oladi.[14] Haqiqiy meta-o'yinni saqlab qolish uchun kengaytmalarni aylantiradigan raqamli yig'iladigan karta o'yinlari uchun, ma'lum bir kengaytiruvchi paketlarni faqat ushbu kengayish standart o'yinda ko'rib chiqilganda sotib olish mumkin va u "nafaqaga chiqqan". , ushbu kartalarni endi paketlarda olish mumkin emas, ammo o'yin valyutasidan foydalanish va standart o'yinlardan tashqarida foydalanish mumkin.[15]

Tarix

Bir qator gachapon Gonkongdagi (kapsula o'yinchoq) mashinalari. Talab qutilari tasodifiy tarqatilishidan ilhomlangan gachapon ushbu mashinalar orqali sotib olish mumkin.

Talon qutilari tasodifiy kengaytirilgan talon-taroj tizimlari oldingi video o'yinlardan, tez-tez tasodifiy mukofot berish uchun ishlatilgan ommaviy multiplayer onlayn rol o'ynash o'yinlari (MMO yoki MMORPG) yoki shunga o'xshash o'yinlar.[1][16] Talon qutilari ushbu yondashuvni qo'lladilar va monetizatsiya yondashuvini shakllantirishdi bepul o'ynash o'yinlar mobil o'yin.[1] Talon qutilari, shuningdek, sotib olishning tasodifiy elementlarini o'z ichiga oladi gachapon kapsula o'yinchoqlari.[12]

Talon-quti tizimining birinchi ma'lum bo'lgan nusxasi "Gachapon chipta" deb nomlangan element bo'lib, u Yapon tilidagi versiyasiga kiritilgan. MapleStory, 2004 yil iyun oyida MMORPG-ni yonma-yon aylantirish. Bunday chiptalar 100 dan sotilgan Yaponiya iyeni har bir chipta uchun. Haqiqiy gachapon mashinalari singari, o'yinchilar "Gachapon" chiptasini o'yin dunyosida tarqatiladigan o'yin kabinasida ishlatganda tasodifiy tanlangan o'yin buyumlariga erishishdi.[17]

Xitoyliklar bepul o'ynash o'yin ZT Onlayn (yoki oddiygina) Zhengtu) 2007 yilda Zhengtu Network tomonidan chiqarilgan, shuningdek, o'yin tizimining bir qismi sifatida o'lja qutilarini o'z ichiga olgan video o'yinlarning dastlabki misollaridan biri hisoblanadi.[8] Osiyo mamlakatlaridagi o'yinchilar odatda to'liq narxlardagi nomlarni sotib olish va Internet-kafelardan foydalanish uchun mablag'ga ega emaslar Kompyuter portlashlari o'yinni bepul o'ynash yoki murojaat qilish mualliflik huquqining buzilishi o'yinlarning nusxalarini bepul olish. Ushbu yondashuvni o'zgartirish o'rniga Osiyo o'yinlari yoqadi ZT Onlayn talon-taroj qutilarini o'yinlardan monetizatsiya qilishni ta'minlash vositasi sifatida taqdim etdi, aks holda ular asosiy savdodan daromad olmaydilar.[18] Bir yil ichida Zhengtu Network oylik daromad haqida xabar berdi ZT Onlayn oshib ketdi 15 million AQSh dollari, ushbu sxemaning rentabelligini oqlash.[19][20] Bu o'yinlarni bepul o'ynash kabi yondashishga olib keldi mikrotransaktsiyalar sarlavha ustida.[18] Osiyo mintaqalarida bepul o'ynaladigan ko'plab mobil o'yinlar, ayniqsa, talon-taroj usullarini taklif qiladi Jumboq va Ejderlar, 2011 yilda chiqarilgan bo'lib, undan ko'proq pul ishlagan birinchi mobil o'yin bo'lish uchun o'zgacha usulidan foydalangan AQSh dollari uning monetizatsiya sxemasidan.[12]

G'arbiy mintaqalarda (Shimoliy Amerika va Evropa) 2009 yilga kelib video o'yinlar sohasi muvaffaqiyat qozondi Zynga va boshqa yirik noshirlar ijtimoiy tarmoq o'yinlari kabi saytlarda o'yinlarni bepul taqdim etgan Facebook lekin noshirlar dastlabki sotuvga emas, balki sotishdan keyingi operatsiyalardan olinadigan daromadga bog'liq bo'lishi sharti bilan, o'yinda o'z yutuqlarini tezlashtirish uchun mikrotransaktsiyalarni o'z ichiga olgan.[18] Ushbu hududlarda talon-taroj qutilarining birinchi ko'rinishi paydo bo'ldi Team Fortress 2 2010 yil sentyabr oyida, qachon Vana sotib olingan kalitlar yordamida ochiladigan tasodifiy "kassa" larga ega bo'lish qobiliyatini qo'shdi.[9] Valve vakili Robin Uokerning ta'kidlashicha, niyat kassalarni ochish uchun kalitlardan daromad oladigan ko'plab o'yinchilar bo'lishi uchun ko'proq o'yinchilarni jalb qiladigan "tarmoq effektlari" ni yaratishdir.[18] Keyinchalik Valve erkin o'yin modeliga o'tdi va o'tishdan keyin o'yinchi sonining 12 martadan oshganligi haqida xabar berdi,[20] va yollangan Yanis Varoufakis tadqiqot qilish virtual iqtisodiyot. Keyingi bir necha yil ichida ko'plab MMO va multiplayer onlayn jang maydonida o'yinlar (MOBA), shuningdek, o'yinchilarning bazasini rivojlantirishga yordam berish uchun bepul o'yin modeliga o'tdilar, ko'pchilik bu jarayonda talon-tarojdan pul ishlashni qo'shdi,[20][21] birinchi ikkalasi ikkalasi bilan Star Trek Online[22] va Uzuklar Rabbisi Onlayn[iqtibos kerak ] 2011 yil dekabrda.

Alohida ravishda FIFA ketma-ketligi Elektron san'at (EA) tarkibiga "FIFA Ultimate Team Mode" kiritilgan bo'lib, u o'yinchilarga jamoani yaratish uchun virtual savdo kartalaridan foydalanishga imkon berdi. Dastlab yuklab olinadigan kontent sifatida chiqarilgan "FIFA Ultimate Team Mode" o'yin uchun daromad olish vositasi sifatida karta paketlarini sotib olish imkoniyati bilan 2010 yilgi chiqishi bilan asosiy o'yinga bepul qo'shimchaga o'tdi.[18] EA ushbu o'tishning muvaffaqiyatli natijasini oldi Mass Effect 3 2012 yil mart oyida boshlanganida o'lja qutisi shaklini taqdim etgan birinchi qadoqlangan o'yin deb hisoblanadi. Mass Effect 3 oddiy bo'lmagan jihozlarni taklif qiladigan "paketlar" ni taklif qildi, aks holda faqat "silliqlash "Onlayn o'yin orqali. O'yin prodyuseri Jessi Xyustonning so'zlariga ko'ra, ular o'yinning ko'p o'yinchi rejimini ishlab chiqish xarajatlarini qoplash uchun vosita sifatida ishlatilgan. Mass Effect 3 jamoasi bilan yaqindan hamkorlik qildi FIFA Ushbu paketlarning ochilishini to'g'ri bajarish uchun jamoa, Xyuston uni ochish bilan taqqoslaganda Sehr: yig'ilish o'yinchini har doim paketdan qiymat olgandek his qilish uchun booster karta to'plami.[18][23]

Talon qutilariga ega bo'lgan qadoqlangan o'yinlarning boshqa dastlabki namunalari Counter-Strike: Global hujum 2013 yil avgust oyida yangilashga "qurol ishlarini" qo'shib,[24] va Jang maydoni 4 2013 yil oktyabr oyida "jangovar paketlar" ni qo'shdi, ammo ular 2014 yil mayigacha sotib olinmaydigan bo'lib qoldilar va hech qachon takrorlanadigan narsalarni bermadilar.[25][3] Call of Duty: Advanced Warfare, 2014 yil noyabr oyida chiqarilgan, tarkibiga tasodifiy buyumlarni o'z ichiga olgan "ta'minot tomchilari" kiritilgan bo'lib, unda o'yin qurollari, belgilar vositasi va turli xil variantlari mavjud. tajriba nuqtalari bu odamning xarakterini sozlash uchun ishlatilishi mumkin.[26]

Moliyaviy muvaffaqiyati bilan Overwatch va uning o'lja qutilari tizimlari, 2016 va 2017 yillardagi bir nechta o'yinlar mexanikani meta-o'yinning bir qismi sifatida o'z ichiga olgan,[27] shu jumladan Burch tuyg'usi, Halo 5: Vasiylar, Jang maydoni, Afsonalar ligasi "o'yini,[28] Paragon, 4-urush va FIFA 17. 2017 yil oxiriga kelib juda ko'p sonli yadro AAA shu vaqtga yaqin chiqarilgan asosiy franchayzing o'yinlari, shu jumladan O'rta er: Urush soyasi, Forza Motorsport 7 va NBA 2K18, ularning o'lja qutilaridagi tizimlarida turli xil mexanikalar mavjud bo'lib, 2017 yil oktyabridan boshlab amaliyotni tanqidiy ko'rib chiqishga olib keldi.[29][30][31] Xususan, yuqori darajada ko'rinadigan Yulduzli urushlar jangi II, 2017 yil noyabr oyida talon-quti tizimlarining tanqidlari fonida chiqarilgan bo'lib, ushbu tizimlarning qonuniyligi bilan bog'liq hukumatning turli darajalarida qayta muhokamalarga sabab bo'ldi.[32][33] Ko'rib chiquvchilar OpenCritic o'yinlarning o'ljasi va DLC tizimining o'yinga qanchalik ta'sir qilishi mumkinligi haqida metrikani taqdim etadigan o'yinlar uchun "biznes model intruzivligi" ni kiritish rejalarini e'lon qildi.[34] 2017 yilning so'nggi yarmida talon-taroj qutilariga bo'lgan munosabat 2017 yilda video o'yinlar sanoatining asosiy tendentsiyalaridan biri sifatida qaraldi.[35][36][37]

2017 yil oxiridan boshlangan o'lja qutilariga reaktsiyalar tufayli, ba'zi ishlab chiquvchilar va nashriyotlar o'z o'yinlaridan talon qutilarini tortib olishdi. Bunday o'yinlarga quyidagilar kiradi Yulduzli urushlar jangi II (quyida chuqurlikda tasvirlangan), O'rta Yer: Urush soyalari,[38] va Forza Motorsport 7.[39] Ko'pgina o'yinlarda hanuzgacha talon-taroj mexanikasi ishlatilgan bo'lsa-da, monetizatsiya uchun yangi yondashuvlar ishlab chiqilgan, xususan muammolarga asoslangan usullardan foydalanish jang o'tadi kelib chiqishi Fortnite Battle Royale.[40] 2019 yil mart oyida, Dovul qahramonlari o'lja qutilarini haqiqiy pul bilan sotib olish qobiliyatini olib tashladi. Tasodifiy tarkibga ega bo'lgan o'lja qutilari hali ham o'yin ichidagi bepul mukofotlar sifatida taqdim etiladi, ammo mart oyidan keyin kosmetik vositalar to'g'ridan-to'g'ri real pul bilan sotib olinishi mumkin.[41]

Tanqid

Aktyor sarmoyasi va qimor o'yinlari

Talon qutilari qismi hisoblanadi majburiy halqa O'yinni sarmoyadorlarni ushlab turish uchun o'yin dizayni.[8] Bunday majburlash ilmoqlari o'z hissasini qo'shishi ma'lum video o'yinlarga qaramlik va tez-tez taqqoslanadi qimorga qaramlik.[1][8][42] Bu qisman "o'zgaruvchan tezlikni mustahkamlash jadvali "qanday qilib o'xshash o'yin avtomatlari sovrinlarni yutish.[43] Garchi ko'plab o'yinchilar hech qachon real pulni talon-taroj tizimiga sarmoya qilmasligi mumkin bo'lsa-da, bunday o'ziga qaram tizimlar "kitlar" dan katta miqdordagi pul mablag'larini keltirishi mumkin, ammo virtual narsalarga katta miqdordagi pul sarflashga tayyor futbolchilar.[30] Qimor o'ynash xavotiri talon qutilarini taklif qiladigan va bolalar o'ynashi ma'lum bo'lgan o'yinlarda kuchaymoqda.[44] Odatda video o'yinlar ko'rib chiqildi mahorat o'yinlari dan ko'ra tasodifiy o'yinlar va shuning uchun eng qimor qonunlariga muvofiq tartibga solinmagan, ammo Yangi Zelandiya va Avstraliyadan kelgan tadqiqotchilar Tabiat insonning xulq-atvori, "o'lja qutilari psixologik jihatdan qimor o'ynashga o'xshashdir" degan xulosaga keldi.[45]

Talon qutilaridan foydalanish tarafdorlari qimor o'yinlari tizimlari ekanligi haqidagi shikoyatlarga qarshi chiqishdi, ularni yig'iladigan o'yinchoqlarni ochish bilan taqqoslashdi. Hatchimals[46] yoki jismoniy mahsulotlardan kuchaytiruvchi paketlar yig'iladigan karta o'yinlari (CCG) kabi Sehr: yig'ilish. Qo'shma Shtatlarda CCG'lar, agar ular qimor o'ynashning bir turi bo'lsa, lekin javobgarlikka tortilmagani bilan bog'liq bo'lgan avvalgi huquqiy muammolarga duch kelishgan.[47] Belgiya kabi ba'zi mamlakatlar CCG-larni qimor qonunchiligidan ozod qildilar, chunki bu o'yinlar qimor elementlarining har qanday turini taklif qilmaydi.[48] Biroq, o'lja qutilarining raqiblari, raqamli o'lja qutisini ochish jarayoni hissiy tajriba va darhol qaytish atrofida ishlab chiqilganligi, bu qimor o'ynashga moyil bo'lishi mumkin bo'lgan narsalarga ta'sir qilishi mumkin, bu jismoniy kuchaytiruvchi paketlarda mavjud bo'lmagan omil.[47]

Ba'zilar shundan beri o'yinlarda o'lja qutilaridan foydalanishning ko'payishi haqida bahslashmoqdalar Overwatch o'lja qutilarini ochish ham o'yinchi uchun, ham o'yinchini tomosha qilayotganlar uchun o'yin uchun hayajonli element ekanligi haqidagi tushunchaga bog'liq edi YouTube videolar yoki orqali jonli efir, faqat o'lja qutilarini ochishga bag'ishlangan bir necha millionlab abonentlarning video oqimlarini yaratish.[49] NPD guruhi, video o'yinlar savdosini kuzatib boruvchi, 2017 yil sentyabr oyigacha chiqarilgan o'yinlarda talon qutilarni o'z ichiga olgan o'yinlarda iste'molchilarning ijobiy yoki salbiy tomoni bilan o'zgarishi kuzatilmaganligini aytdi.[50] NPD bu haqda xabar berdi NBA 2K182017 yil sentyabr oyida boshlanganida o'lja qutisi tizimi uchun futbolchilar tomonidan tanqidga uchragan edi, shu oy Shimoliy Amerikada eng ko'p sotilgan o'yin sifatida yakunlandi.[51] Juniper Research shuni taxmin qiladiki, dunyo miqyosidagi video o'yinlar bozori 117 milliard dollar 2017 yilda, taxminan o'sishga tayyor 160 milliard dollar 2022 yilga kelib, o'lja qutilaridan, ayniqsa, Xitoydan foydalanishning ko'payishi bilan bezovta bo'ldi.[52] Shu sababli, ba'zi ishlab chiquvchilar talon-taroj qutilarini o'yinlarni monetizatsiya qilishning muhim vositasi deb bilishadi, chunki ko'pchilik boshqalari sotib olmasa ham, ularni sotib olishga tayyor futbolchilar bo'lishini bilishadi.[53]

Tasodifiy o'yin ichidagi mukofotlari bo'lgan o'yinlar, shu jumladan o'lja qutilaridagi o'yinlar va ushbu buyumlarni boshqa o'yinchilar bilan savdo qilish vositalarini taklif qiladigan o'yinlar teri qimor. Teri qimor o'yinlarida ushbu xususiylashtirish buyumlari, "terilar", a qora bozor O'yinchilarga real pul mablag'lari bilan savdo qilish yoki ushbu narsalardan qimor o'ynash uchun foydalanishga imkon beruvchi veb-saytlar o'yinchilari va operatorlari o'rtasida virtual valyuta. esports yoki boshqa tasodifiy o'yinlar; keyinchalik bu faoliyat yuridik organlar tomonidan qimor o'yinlari sifatida aniqlandi va 2016 yilning so'nggi yarmida ushbu amaliyotni to'xtatish uchun bir nechta huquqiy muammolar paydo bo'ldi. Vana Counter-Strike: Global hujum, 2013 yilda yangilangan o'yinlardagi tasodifiy o'lja tomchilarini o'z ichiga olgan holda, 2016 yil o'rtalarida terining qimor o'yinlarining eng yorqin namunasi bo'ldi.[54] 2016 yilda va undan keyin o'lja qutilari yoki boshqa tasodifiy mukofotlardan foydalangan bir nechta o'yinlar, shu jumladan Raketa ligasi va PlayerUnknown ning jang maydonlari, narsalar savdosi yoki savdo-sotiqlarga cheklovlar qo'yish qobiliyatini o'z ichiga olmaydi, shuning uchun ushbu o'yinlardan teri qimor o'yinlari olib tashlanadi.[55][56]

O'yin dizayniga ta'siri

Bepul o'yinlardagi ba'zi talon-quti tizimlari "pulni yutish" tizimlari sifatida tanqid qilinadi va ularni kamsitib "talon-taroj qilish" deb atash mumkin. Bunday hollarda, o'lja qutisining tarkibida yuzaki xususiylashtirish parametrlaridan tashqari narsalar mavjud bo'lib, ular to'g'ridan-to'g'ri o'yin jarayoniga ta'sir qiladi, masalan, raqamli yig'iladigan karta o'yini uchun kuchaytiruvchi paketlar va o'yinning ta'siriga buyumning noyobligi bilan mutanosib. Bu o'yinchining boshqalar bilan raqobatlashish qobiliyatini o'lja paketining tasodifiy ishlab chiqarish tizimiga bog'lab qo'yishi va o'yinchilarni boshqalar bilan adolatli raqobatlashishi uchun kamdan-kam uchraydigan narsalarni olish uchun qo'shimcha talon qutilarini to'lashga majbur qilishi mumkin.[1] Blizzard raqamli karta o'yini Hearthstone, 2014 yilda chiqarilgan, tez-tez muvaffaqiyatli o'yinchi bo'lish uchun booster paketlarga moliyaviy sarmoyani talab qiladi.[57]

Ba'zi sharhlovchilar ushbu turdagi talon-taroj modellari noshirlar uchun muvaffaqiyatli bo'lishi uchun o'yinning o'zi o'yinchini talon qutilarini sotib olishni targ'ib qilish va rag'batlantirish atrofida ishlab chiqilishi kerakligi haqida tashvish bildirdi, bu asosiy o'yin dizayni tamoyillariga ta'sir qiladi va uning negizini susaytirishi mumkin. o'yin mexanikasi.[58][59] Bunga o'lja qutilaridan foydalanib, bir o'yinchi o'yinini yakunlashda sezilarli darajada yordam beradigan o'yinni o'zgartiradigan narsalarni olish uchun topshiriqlarni takroran maydalash zarurligini chetlab o'tish vositasi sifatida foydalanish mumkin, bu esa o'yinchilarni vaqtni o'tkazib yubormaslik uchun ularni sotib olish uchun real puldan foydalanishga undaydi. cho'kish. Masalan, O'rta er: Urush soyasi Ikkinchi, haqiqiy tugashga ega bo'lib, o'yinchidan yuqori qiyinchiliklarga erishish uchun yana kuchli ittifoqchilarni jalb qilishni talab qiladi. Ishlab chiquvchilar o'lja qutisi tizimi yoqilmasdan o'yin muvozanatini sinab ko'rishgan bo'lsa-da, o'yin qo'shimcha monetizatsiya qilinmasdan yakunlanishi mumkinligiga ishontirishgan bo'lsa, sharhlovchilar o'yin yanada kuchliroq bo'lish uchun ko'plab qo'shimcha topshiriqlarni bajarish uchun juda ko'p vaqt talab etilishini aniqladilar. ittifoqchilar va o'lja qutilari uchun o'yin ichidagi bozor doimiy ravishda mavjud bo'lganligi sababli, bu maydalashni chetlab o'tish uchun haqiqiy pul to'lash jozibasidan qochishni qiyinlashtirdi va bu umumiy tajribaga salbiy ta'sir ko'rsatdi.[60][61] O'yin-kulgi do'konining taqdimoti, dunyodagi mablag'lardan o'lja qutilarini yoki boshqa jihozlarni sotib olish uchun foydalanishga imkon beradi, shuningdek, o'yinchi o'yin bilan cho'mish tuyg'usiga ta'sir qilishi mumkin.[62] 2018 yil iyul oyiga qadar ishlab chiquvchilar Urush soyasi o'yin ichidagi do'kon va o'lja qutisini butunlay olib tashlagan yamoqlarni chiqargan edi.[63][38]

Monetizatsiya uchun rag'batlantirish

Ba'zi o'lja qutilarini tatbiq etish ba'zi o'yinchilar va sharhlovchilar tomonidan iste'molchilarga qarshi deb hisoblanadi. Allaqachon taqdim etiladigan to'liq narxdagi o'yinlar yuklab olinadigan tarkib va keyin o'lja qutisi tizimini kiritish futbolchilar tomonidan qattiq tanqid qilindi.[29] Ba'zi o'yin jurnalistlari talon-taroj qutilarini ko'p o'yinchi o'yinlarga kiritilishini noshirning o'yin serverlarini saqlash xarajatlarining asosli qismi deb hisoblashadi, ammo ularni bitta o'yinchi o'yinlarida ulardan foydalanishni noshirlar uchun foyda olish vositasi deb bilishadi.[59]

Ishlab chiquvchilar va noshirlar o'lja qutilarini monetizatsiya jarayonining zarur qismi deb hisoblashadi AAA ularning dastlabki sotilishidan tashqari video o'yinlar. Nashriyotlar AAA o'yinlarining asosiy narxini bundan tashqari oshirishga ikkilanib qolishdi 60 AQSh dollari (2017 yilga kelib) sotuvni darhol yo'qotishdan qo'rqib,[64] va buning o'rniga ishlab chiqarish jarayonining oshgan xarajatlari va sur'atlarini qoplash, video o'yin tomoshabinlarining o'sishidagi turg'unlikni va chiqqandan keyin o'z o'yinlarining to'liq narxlarida sotilishini ta'minlaydigan vaqtni qisqartirish uchun daromaddan keyingi daromad oqimlarini qidiring. Talab qutilari kabi monetizatsiya sxemalari yordam berishi mumkin uzun quyruq daromad, o'yin chiqqandan keyin ham yaxshi.[59][65][66][67][68][69] Chiqarishdan keyingi monetizatsiya nashriyotlar tomonidan raqobatlashishi kerak deb hisoblashadi mobil o'yin monetizatsiya sxemalarini asosan bepul ishlatadigan sektor.[70] KeyBanc Capital Markets tahlilchisi Yulduzli urushlar jangi II tortishuvlar, video o'yinlarning narxi, hatto o'lja qutilari va mikro operatsiyalar uchun qo'shimcha xaridlar bilan ham soatiga boshqa ommaviy axborot vositalaridan pastroq bo'lib qolayotganini va o'yinlar, odatda, qanday qiymatga ega ekanligi uchun past bahoga ega ekanligini aytdi.[71]

Ishlab chiquvchilar o'lja qutilarini o'yinga kiritish va ularning haqiqiy dunyo fondlarida qanday narxlanishini ularning noshiri yoki yuqori menejmenti qabul qilishi mumkin, ammo ularning mexanikasini amalga oshirish, shu jumladan, nimani o'z ichiga olishi, qanday qilib to'ldirilganligi. chiqib ketish va shunga o'xshash narsalar ko'pincha ishlab chiquvchilar tomonidan belgilanadi.[70] Ba'zi ishlab chiquvchilar talon-toroj yondashuvi iste'molchilarga nisbatan yirtqich usul sifatida amalga oshirilmasa va o'yin davomida o'lja qutilarini amalga oshirish to'g'risida qaror ishlab chiquvchilar tomonidan tanlanishi mumkin bo'lsa, o'lja qutisi yondashuvi ba'zi o'yin turlari bilan yaxshi ishlashi mumkin, deb ta'kidlaydilar. noshirning topshirig'idan ko'ra.[72] Agar o'lja qutilari tizimlari asosan o'yinni o'ynashni davom ettirish uchun rag'bat sifatida emas, balki sotishdan keyingi daromadlarni olish vositasi sifatida ishlatilsa, ishlab chiquvchilar buning uchun o'yin dizaynini o'yin jarayonidagi qiyinchiliklardan va o'yinchilarni jalb qilishdan sezilarli darajada o'zgartirishni talab qilishadi. pul sarflash.[70] Dastlabki o'yin talon-taroj qilish uchun pul sarflashni rag'batlantirmaydigan yoki talab qilmaydigan o'yinlar, o'lja qutilaridan olingan yangi tarkibni qo'shish odatda ushbu jamoada nishonlanadi va bundan qisqa daromad olishlari mumkin.[70] Bundan tashqari, o'lja qutilari tizimlari, agar ulardan foydalanish rivojlanishning dastlabki bosqichida aniqlanganda yaxshiroq ishlaydi, shuning uchun ishlab chiquvchilar so'nggi daqiqada qo'shimchani emas, balki uning atrofida dizaynlashtirishi mumkin.[70] Ishlab chiquvchilar o'lja qutilarining mexanikasini g'arbiy bo'lmagan tomoshabinlar va g'arbiy yosh tomoshabinlar ko'proq qabul qilishini aniqladilar, bu erda bu guruhlar eski g'arbiy o'yinchilarga qaraganda turli xil iste'mol tartiblarini ishlab chiqdilar, ayniqsa, bepul o'ynaydigan mobil unvonlarni o'stirish natijasida.[20][72]

Aniq misollar

Overwatch

Blizzard Entertainment "s Overwatch o'lja qutisini amalga oshirish o'yin o'ynashga ta'sir qilmaydi, ammo tizimning boshqa jihatlari tanqidga uchraydi. O'yinchi har safar darajaga ko'tarilishi uchun etarli tajribaga ega bo'lganida, unga bepul kassa beriladi, ammo tajriba to'plash darajasi o'yinchining mahoratiga qarab farq qiladi. Garchi har qanday buyum faqat kosmetik jozibani o'z ichiga olsa va o'yin o'ynashga ta'sir qilmasa, ma'lum bir narsaga bo'lgan istak qo'shimcha qutilarni sotib olishga kuchli turtki beradi.[73] Overwatch"s ishlab chiqaruvchi Jeff Kaplan o'yinchilar ichida omad yoki mahoratga bog'liq bo'lmagan narsalarni to'g'ridan-to'g'ri sotib olishga imkon beradigan o'yin ichidagi valyutani yaratish istagi batafsil bayon etilgan, ammo valyuta faqat kassa ochilgandan so'ng o'yinchiga beriladi.[74][75][76] Overwatch"s xizmat sifatida dasturiy ta'minot Blizzard o'lja qutilari orqali olish uchun yangi narsalarni qo'shganligi sababli model doimiy daromad keltiradi.[58] Tanqidga javoban, Blizzard o'lja qutilari tizimiga tuzatishlar kiritdi; masalan, o'lja qutilaridan nusxalarini olish chastotasini kamaytirish, 2017 yil iyun oyida o'yin ichidagi valyuta daromadlarini bir xil darajada ushlab turishga urinish.[77] Blizzard bosh direktori Mayk Morxaym bilan dedi Overwatch"s talon-taroj qutilari, Blizzard yutuqlar uchun to'lovni, o'yinni o'zgartiradigan elementlarni kiritishdan va o'lja qutilaridan olingan mukofotlarni haqiqiy pulga aylantirish qobiliyatidan qochdi va shu bilan "o'ylamang" Overwatch o'sha [o'lja qutisi] mojarosiga tegishli ".[78] Sanoat tahlilchisi Maykl Pachter o'lja qutisi modeli deb taxmin qildi Overwatch faqat kosmetik vositalardan foydalangan holda, kelajakda ushbu monetizatsiyani taklif qilishning eng maqbul usuli bo'ladi.[79] Bunga qaramasdan, Overwatch"s tizim hanuzgacha o'yinchilarga aniq kosmetik vositalarni sotib olish uchun real pul mablag'laridan to'g'ridan-to'g'ri foydalanishga imkon bermaydi va ular o'yin ichidagi valyutani o'lja qutilariga nisbatan nisbati sekin bo'lishi mumkin, bu ikkala jihat ham o'yin ichidagi xarajatlarga yordam beradi va potentsial uchun qimor.[73][76]

Yulduzli urushlar jangi II

Aksincha, elektron san'at Yulduzli urushlar jangi II tomonidan ishlab chiqilgan EA DICE studiyasi va 2017 yil noyabrida chiqarilgan bo'lib, 2017 yil oktyabr oyida talon-tarojlar tanqidlari ortidan e'tiborni kuchaytirdi. Asosan onlayn multiplayer shooter, Battlefront II 2015 yilgi asl o'yinda ishlatilgan "mavsum paslari" yondashuvini yo'q qilish uchun ishlab chiqilgan bo'lib, u o'yinchi bazasini qo'shilgan tarkib uchun pul to'laganlar bilan to'lamaganlar orasida ikkiga bo'linishi aniqlandi.[64] Buning o'rniga, Battlefront II hali ham barcha o'yinchilarga birgalikda o'ynashga imkon beradigan, ammo EA uchun kerakli daromad oqimlarini ta'minlaydigan boshqa mikro tranzaktsiyalar sxemalarini olib keldi. Ushbu sxemalar, boshqa mukofotlar qatorida, ma'lum bir belgi sinfini kuchaytiradigan "Yulduzli kartalar" ni ta'minlaydigan va kamdan-kam holatlarga bog'liq bo'lgan yuqori darajadagi darajalarga ega bo'lgan "Yulduzli kartalar" ni ta'minlaydigan o'lja qutisini o'z ichiga oladi. Ushbu yuqori darajadagi Yulduzli kartalar ko'plab pul o'ldirish qutilarini real pul bilan sotib olishni istagan o'yinchilarga to'g'ridan-to'g'ri afzalliklarni beradi, chunki bu shunchaki o'yin o'ynash uchun olinadigan narxdan ko'ra, uning o'lja qutisi tizimi ochiq beta davr to'liq narxdagi o'yin uchun eng g'alati "yutuq uchun to'lov" tizimlaridan biri sifatida tavsiflangan edi.[66][80][81]

EA tanqidga javoban ushbu yondashuvni qayta ko'rib chiqdi va to'liq chiqarilishidan oldin, "Star Cards" singari talon qutilarda mavjud bo'lgan ba'zi narsalar o'yin ichidagi yutuqlar kabi boshqa yo'nalishlar orqali ham olinishi uchun talon-quti tizimini qayta ishladi. o'yin ichidagi valyuta yoki to'g'ridan-to'g'ri pul sotib olish yo'li bilan.[82][83] Ozod bo'lishdan oldin a'zolar EA Access ning versiyasiga erta kirish huquqiga ega bo'lgan Battlefront uning boshqa o'yindagi valyuta va mikro-tranzaksiya tizimlari o'yinchilarga maxsus qahramon belgilarini ochish uchun etarli miqdordagi kredit olish uchun o'yin o'yinlarida ko'p soatlab vaqt sarflashi yoki muqobil ravishda o'yindagi valyutani sotib olish yoki o'lja uchun real pul mablag'larini sarflashi kerakligini aniqladi. mumkin bo'lgan mukofot sifatida ushbu valyutani taqdim etgan qutilar. "Yutish uchun to'lash" sxemalarining barcha elementlari, birlashtirilgan talon-taroj va mikro tranzaksiya tizimlari yanada ko'proq tanqidlarga sabab bo'ldi. O'yin rasmiy ravishda boshlanishidan bir necha soat oldin EA va DICE ushbu tizimlarni iste'molchilar uchun qulay tarzda taklif qilish usulini topmaguncha barcha mikro tranzaktsiyalarni sotib olishni vaqtincha o'chirib qo'yishdi; DICE-ning ta'kidlashicha: "Biz endi tinglash, sozlash, muvozanatlash va sozlash uchun ko'proq vaqt sarflaymiz".[84] Ga binoan The Wall Street Journal, ishga tushirish arafasida mikro bitimlarni olib tashlash to'g'risidagi qaror talab qilingan Disney egasi Yulduzlar jangi xususiyatlari. Disney franchayzingni yosh o'yinchilarga jalb qilishini bilib, talon-quti tizimlari bolalardagi qimor o'yinlariga hissa qo'shishi mumkinligidan qo'rqdi.[85][44] Keyinchalik EA 2018 yil mart oyida chiqariladigan o'yin ichidagi mikro tranzaktsiyalarga yangilangan yondashuvni tasdiqladi va "Yulduz kartalari" kabi yutuqlar uchun har qanday elementlarni talon qutilaridan olinadigan mukofotlar sifatida chiqarib tashladi: Yulduzli kartalar aks holda faqat tajriba nuqtasi bilan olinadi. - o'yindagi taraqqiyotga asoslangan holda, o'lja qutilari ushbu buyumlarni sotib olish uchun faqat kosmetik vositalar yoki o'yin ichidagi kreditlar bilan cheklanadi.[86]

O'yinchining munosabati Battlefront"s talon-quti tizimi Belgiya Qimor komissiyasida o'lja qutilarining xususiyatini maxsus baholashga olib keldi Battlefront. Qo'shma Shtatlarda, Gavayi va boshqa ba'zi AQSh shtatlarida sotishni taqiqlash to'g'risida qonuniy munozaralarni keltirib chiqardi.[87] EA talon-toroj qutilariga yaqinlashishni o'ylamasliklarini bildirdi Battlefront qimor sifatida, chunki bu qat'iyan ixtiyoriy xususiyatdir.[88] O'lja qutisiga / monetizatsiya sxemasiga reaktsiya va o'zgarish sotuvlarni keltirib chiqardi Battlefront kutilganidan tushib qolish uchun va EA aktsiyalari o'yin chiqqandan bir hafta o'tgach (taxminan teng) 8% qiymatini yo'qotdi 3 milliard AQSh dollari). Tahlilchilar EA shu kabi teskari qarama-qarshiliklarga yo'l qo'ymaslik uchun kelajakda o'yinlarni qanday qilib monetizatsiya qilishlarini qayta ko'rib chiqishi kerak, deb kutmoqdalar, bu esa kelajakdagi daromadlarni yanada kamaytirishi mumkin.[89] Chiqarilganidan keyingi moliyaviy chorak natijalariga ko'ra Battlefront II, EA 10 million dona sotuv belgisini taxminan 10 foizga yo'qotganligini xabar qildi, bu EA Moliya direktori Bleyk Yorgensen o'yin borasidagi tortishuvlarga sabab bo'lganini aytdi. Bu, o'yindan mikro operatsiyalarni olib tashlash bilan birga, ular talon-taroj yondashuvini o'zgartirib, o'yinning EA-ning ushbu chorakdagi daromad prognozlarini yo'qotishiga olib keldi.[90] 2018 yil aprel oyida EA-dan Patrik Söderlund talon-tarojlar bilan bog'liq tortishuvlar tugaganligini aytdi Battlefront kompaniyaga sezilarli ta'sir ko'rsatdi, shu jumladan ijro etuvchi lavozimlarni qayta tashkil etishni o'z ichiga olgan va "Keyingi o'yinlar uchun Jang maydoni yoki uchun Madhiya, [futbolchilar] biz shunga o'xshash xatolarga yo'l qo'ymasligimizni juda aniq ko'rsatib berishdi. Va biz qilmaymiz. "[91]

FIFA

Electronic Arts shuningdek nashr etdi FIFA qatorlari futbol assotsiatsiyasi ligadagi jamoalar tarkibidagi haqiqiy sportchilarning tashqi qiyofasi va xususiyatlaridan foydalangan holda yillik qismlarga bo'lingan holda o'yinlar. Tizimdagi so'nggi yozuvlarning bir qismi uning "Ultimate Team" rejimini o'z ichiga oladi, bu erda o'yinchilar ushbu o'yinchilarning "kartalarini" to'plash orqali o'z jamoalarini tuzishlari mumkin, ular o'yin kartalarida yoki valyutada sotib olinadigan virtual kartalar to'plamlari orqali taqdim etilgan. real dunyo fondlari (ballar valyutasi). Bu o'lja qutisi mexanikasidan foydalanadigan boshqa o'yinlarga o'xshash mexanizm bo'lsa-da, o'yinning bitta versiyasidan olingan kartalar keyingi yilgi versiyaga o'tmasligi sababli bu erda foydalanish tanqid qilinadi. Shunday qilib, o'yinchilar har yili ushbu tsiklni davom ettirish imkoniyatiga ega bo'lgan holda, o'yin ichidagi kreditlarni qayta ishlash yoki qo'shimcha ochkolar sotib olish orqali ko'proq pul sarflash orqali raqobatdosh jamoani tiklash uchun harakat qilishlari kerak.[92] O'shandan beri EA boshqa sport simulyatsiya seriyalarida Ultimate Team-ga o'xshash mexanikani joriy qildi, shu jumladan Madden NFL, NBA Live, NHL va UFC.[93] 2016 yilda EA Ultimate Team paketini sotib olishdan tushgan daromad haqida xabar berdi 650 million dollar yiliga, ularning portfelidagi mikrotransaktsiyalardan olingan daromadlarning taxminan yarmi va raqamli savdo daromadlarining 30%.[94]

Tartibga solish va qonunchilik

Haqiqiy pul mablag'larini jalb qilgandan keyin narsalarni olish uchun tasodifiy imkoniyatlardan foydalanganliklari sababli, o'lja qutilaridan foydalangan o'yinlar qimor o'ynashning bir turi deb hisoblanishi mumkin.[21] Qimor o'yinlari to'g'risidagi qonunlar har bir mamlakatda turlicha bo'lsa-da, o'lja qutilarini qimor o'yinlaridan ajratib turadigan odatiy mavzu - bu video o'yin davomida qonuniy yo'llar bilan o'lja qutisidagi tarkibni real pulga aylantira olmaslik.

O'lja qutilari tizimidagi o'yinlar Osiyoning bir qator mamlakatlarida tartibga solinmoqda, ba'zi G'arb davlatlarida esa talon qutilarning qonuniyligi masalalari ko'rib chiqilmoqda.[95] Stiven Rayt uchun Kompyuter o'yini qimor o'yinlari bilan bog'liq o'lja qutilariga oid bir nechta xavotirlar ilgari 1990-yillarda sudga qarshi sud jarayoni orqali boshlanganligini kuzatgan beysbol kartasi sanoat bilan bir qatorda jismoniy bilan ham Pokémon savdo kartalari o'yini, ammo bu holatlar ikkala maydonga ham sezilarli darajada ta'sir qilmadi.[96]

Osiyo va Okeaniya

Xitoy

2016 yil dekabr oyida Xitoyning Madaniyat vazirligi "onlayn o'yin noshirlari" 2017 yil may oyidan boshlab "barcha virtual narsalar va xizmatlarning tortishish ehtimoli" ni ommaviy ravishda chiqarishni talab qiladigan qonunchilikni e'lon qildi.[97] Qonun kuchga kirgandan keyin noshirlar bunga rioya qilishdi, natijada xitoylik futbolchilarning har bir o'lja qutisidan har xil toifadagi buyumlarni olish ehtimoli aniqlangan turli xil statistika e'lon qilindi, ularning ba'zilari 0,1% gacha kam edi.[98] Yangi qoidalar bilan belgilangan boshqa o'zgarishlar, noshirlardan har qanday o'yinchining bir kun ichida sotib olishi mumkin bo'lgan o'lja qutilarini (shu jumladan, bir nechta o'lja qutilari to'plami hajmini cheklashni) cheklashi va nashriyotchidan o'yinchiga ko'proq qulay imkoniyatlar berishni talab qilishi kerak edi. ochilgan o'lja qutilari soniga ega noyob buyumlarni olish, aniq bir o'lja qutilarini ochish orqali o'yinchini kamdan-kam narsalarni olishiga ishonch hosil qilish.[99]

Qonun shuningdek, o'yin nashriyotlariga o'lja qutilari kabi "lotereya chiptalarini" to'g'ridan-to'g'ri sotish taqiqlandi. 2017 yil iyun oyida, Blizzard Entertainment "yangi qonunlar va qoidalarga muvofiq" o'z o'yinlaridagi qutilarni talon-taroj qilishini e'lon qildi Overwatch endi Xitoyda sotib olish mumkin bo'lmaydi. O'yinchilar buning o'rniga o'yindagi valyutani sotib olib, sotib olish uchun "sovg'a" sifatida talon qutilarini olishadi.[100]

2019 yil noyabrdan kuchga kiradi, Xitoy Matbuot va nashrlarning umumiy boshqarmasi sakkiz yoshga to'lmagan foydalanuvchilarga o'lja qutilarini sotishni taqiqladi va ularni 18 yoshdan kichik bo'lgan foydalanuvchilarga oylik xarajatlarning maksimal chegarasi 200 gacha bo'lgan miqdorda chekladi renminbi 400 renminbi gacha.[101]

Yaponiya

Dan gacha bo'lgan modelning muvaffaqiyatidan so'ng Jumboq va Ejderlar 2011 yilda Yaponiyada ushbu tizim asosan qimor o'yinlari, ayniqsa yosh futbolchilar uchun ekanligi tan olindi.[12] 2012 yil may oyiga qadar Yaponiyaning Iste'molchilar bilan ishlash agentligi amaliyotini taqiqladi "to'liq gacha ", unda o'lja qutilaridan olingan oldindan belgilangan buyumlar to'plami tugagandan so'ng birlashib, noyob va shuning uchun ham qimmatroq buyumni hosil qiladi. Bu har qanday yangi qonunchilikni kiritish bilan emas, balki virtual narsalar ko'rib chiqilishi mumkinligi to'g'risida qonuniy xulosa chiqarish orqali amalga oshirildi". mukofotlar "amaldagi qonunchilikka muvofiq 1977 yilda beysbol kontekstida to'liq amaliyotga yo'l qo'ymaslik uchun yozilgan savdo kartalari. Fikrlar chiqarilgandan keyin bir oy ichida Yaponiyaning barcha yirik noshirlari o'z o'yinlaridan to'liq gacha qoidalarini olib tashladilar, ammo ko'plab ishlab chiquvchilar ushbu qoidalar atrofida yo'l topdilar.[13][12] Yaponiyaning mobil o'yin ishlab chiqaruvchilari, shu jumladan GREE va DeNA, worked to establish a self-regulating industry group, the Japan Social Game Association, which was an attempt to coerce developers from these models, but it did not prove successful, and the Association was disbanded by 2015.[12]

Janubiy Koreya

In March 2015, members of Janubiy Koreya "s Milliy assambleya, boshchiligidagi Ozodlik Koreya partiyasi, proposed amendments to the country's existing games industry regulation that would require games companies to release "information on the type, composition ratio, and acquisition probability" of items granted by loot boxes.[102] Though the amendment did not pass, it led to attempts by the South Korean games industry to self-regulate.[103] This has not convinced assembly members, who have continued to propose statutory regulation.[102] However, there have been several revisions to the self-regulation (most recently, in July 2018), which now requires all video games to clearly display the payout rates of the items from the loot boxes to the player.[104] There are also plans in the near future to expand the scope of this regulation to include other in-game purchases, such as the success rate of a paid consumable item whose purpose is to enhance another virtual item.[105]

The Adolatli savdo komissiyasi still oversees consumer issues related to loot boxes and video games; in April 2018, it issued a 875,000 AQSh dollari fine against Nexon related to its game To'satdan hujum for deceptive loot-box practices, as well as two smaller fines to other companies.[106]

Singapur

2014 yil oktyabr oyida, Singapore's parliament passed The Remote Gambling Act, which introduced a ban on unlicensed gambling websites and fines for anyone violating it. The law's definition of gambling included staking "virtual credits, virtual coins, virtual tokens, virtual objects or any similar thing that is purchased...in relation to a game of chance",[107] leading to concerns that it would require producers of any game in which players paid money and received a randomised outcome to seek a license to operate from the government.[108]

In response to games industry lobbying home affairs minister S. Isvaran clarified the law in parliament, stating that "the Bill does not intend to cover social games in which players do not play to acquire a chance of winning money and where the game design does not allow the player to convert in-game credits to money or real merchandise outside the game". The minister also specifically excluded platforms which offered "virtual currencies which can be used to buy or redeem other entertainment products", such as Bug ', from the provisions of the bill.[109]

However, the minister also said:

The fact is that the line between social gaming and gambling is increasingly becoming blurred. What may appear benign today can quickly morph into something a lot more sinister tomorrow in response to market opportunities and consumer trends. That is why the legislation is cast broadly.

Avstraliya

Within Australia, games with loot boxes would fall under gambling restrictions if they can be played "for money or anything else of value"; the question remains if items that only exist within game have "value" that can be quantified, even if this is related to an item's prestige.[110] The Viktoriya komissiyasi Qimor va likyor-ichimliklarni tartibga solish has stated that it considers loot boxes to be gambling, but does not have the authority to prosecute companies registered overseas. The commission has suggested "an immediate R reytingi " for any games which feature loot boxes as a solution to this limitation.[111] In March 2018, the Australian Office of eSafety published a list of safety guidelines on the dangers of online loot boxes.[112]

The Avstraliya Senati passed a motion, led by Jordon Stil-Jon, in June 2018 directing the Environment and Communications References Committee investigate loot boxes and report back to the Senate in September 2018. The investigation, which started in August 2018, evaluated the use of loot boxes in video games and considered them under issues related to gambling and effects on children.[110][113] The report, released in mid-September 2018, found that loot boxes are "psychologically akin to gambling", and that games with loot boxes are potentially "exploiting gambling disorders among their customers". The Committee recommended that games with loot boxes be labeled to warn of parental guidance and indicate that they contain "in-game gambling content" and suggest that such games be rated to represent the legal gambling age in the country.[114] In the final report, the Committee urged the Australian government to "undertake a comprehensive review of loot boxes in video games" through a multi-departmental effort to determine what legislative and other actions need to be taken.[115]

A February 2020 report from the Australian House of Representatives Standing Committee on Social Policy and Legal Affairs that focused on Internet content that should be blocked behind age verification gates recommended that the Office of the eSafety Commissioner or similar body "report to the Australian government on options for restricting access to loot boxes and other simulated gambling elements in computer and video games to adults aged 18 years or over, including through the use of mandatory age verification".[116][117]

By August 2020, the Avstraliya tasniflash kengashi had updated it regulations that games with any microtransaction, including loot boxes, must be labeled on its cover as containing "in-game purchases" as part of the ratings classification.[118]

Yangi Zelandiya

The Gambling Commission within the Ichki ishlar boshqarmasi for New Zealand stated, in response to a citizen's email, that currently in their view "loot boxes do not meet the legal definition of gambling", but are reviewing the situation as it progresses.[119]

Evropa

Birlashgan Qirollik

In March 2017, the UK's Qimor komissiyasi issued a position paper "Virtual currencies, esports and social casino gaming".[7] The paper took the position that virtual items are "prizes", and that, in general "Where prizes are successfully restricted for use solely within the game, such in-game features would not be licensable gambling".[7][32] However, the paper continues that:[32]

In our view, the ability to convert in-game items into cash, or to trade them (for other items of value), means they attain a real world value and become articles of money or money's worth. Where facilities for gambling are offered using such items, a licence is required in exactly the same manner as would be expected in circumstances where somebody uses or receives casino chips as a method of payment for gambling, which can later be exchanged for cash.[7]

In August 2017, the commission opened an investigation into skin gambling.[120] Later, in November, the commission's executive director Tim Miller was interviewed on BBC radiosi 4 where he confirmed that the commission had also been investigating loot boxes and suggested o'z-o'zini boshqarish of the games industry.[121] The Commission issued a statement that month recognising that they cannot make the determination when loot boxes crosses over into gambling, as that they can only enforce what Parliament has issued as the law for gambling, and restating the legal definition of gambling in this regards from their earlier position paper.[122] Miller said while they cannot take action toward loot boxes until Parliament changes the law, they can raise awareness of issues with loot boxes that might affect children and their parents, and are trying to evaluate the risks and issues associated with that as part of their August 2017 skin gambling investigation. Miller further stated that even if other countries were to pass laws or regulate loot boxes, the Commission would still need to follow UK's laws.[123]

In October 2017, a month prior to the Battlefront II controversy, MP Daniel Zayxner of Cambridge, on behalf of a constituent, submitted a written parlament question "to ask the Secretary of State for Raqamli, madaniyat, ommaviy axborot vositalari va sport (DCMS), what steps she plans to take to help protect vulnerable adults and children from illegal gambling, in-game gambling and loot boxes within computer games".[124] In response, MP Tracey Crouch, Parliamentary Under-Secretary for the Department, referred back to the stance of the Gambling Commission's position paper, and said that:

The government recognises the risks that come from increasing convergence between gambling and video games. The Gambling Commission is keeping this matter under review and will continue to monitor developments in the market.[125]

Separately, over 10,000 UK citizens signed a petition requesting that the UK government "adapt gambling laws to include gambling in video games which targets children", which includes issues over loot boxes.[124] The government's response stated that the Video standartlari bo'yicha kengash is in discussions with Pan Evropa o'yinlari haqida ma'lumot (PEGI) to determine if there are any changes needed in the PEGI standards in relationship to gambling in games, and that the Gambling Commission is also considering the interaction between these games and younger players. The response also referenced the Iste'molchini adolatsiz savdo qoidalaridan himoya qilish 2008 yil law which, according to the response "includes a requirement on businesses not to subject anyone to misleading or aggressive marketing practices, or, for example, direct exhortation to buy products, such as games content, including in-game purchases such as loot boxes".[126]

In March 2018, MP Anna Turli ning Redcar asked the government to "bring forward legislative proposals to regulate the game mechanics of loot boxes". In response Minister of State MP Margot Jeyms said that "PEGI informs consumers purchasing products from major app stores if they contain further purchases and are considering the possibility of placing these notifications on boxed products", and that "regulators such as PEGI and the Gambling Commission are speaking to industry to ensure that those who purchase and play video games are informed and protected".[127]

The Gambling Commission issued a report in November 2018 on the state of gambling and its effect on youth. While news outlets had stated that the Commission determined that loot boxes can be considered a gateway for youths to undertake gambling in other scenarios beyond video games,[128][129] the Commission clarified that they had not made any direct conclusion, and only found that about 3 in 10 children in the UK have opened loot boxes in games.[130] Starting in January 2019, the Raqamli, madaniyat, ommaviy axborot vositalari va sport bo'limi of the House of Commons opened up public input on how immersive technology like virtual reality may impact culture, with a specific focus on "the addictive nature of some technologies".[131] The Department has also held public hearings with members of the video game industry to solicit their input.[46] Deputat Margot Jeyms, joriy Madaniyat, aloqa va ijodiy sanoat vaziri, stated in these discussions that the UK's approach to how they treat loot boxes will likely be different from how other European states like Belgium have done, as the countries do not share similar laws for other gambling activities. James said "Loot boxes are a means of people purchasing items, skins, to enhance their gaming experience, not through an expectation of an additional financial reward. And also, more importantly, they can't be traded offline for money. So I think there are big differences, and I don't think really it is true to say loot boxes are gambling."[132]

The Gambling Commission issued a statement in July 2019 that they cannot oversee the sale of loot boxes in most video games as there is no way to monetise the items within the loot box, a core distinction from gambling as written in current legislation. The Commission did caution that there are third-party sites that enable the means to monetise loot box items, similar to skin gambling, but they are not in a position to monitor those sited, and urged companies like Valve to take better steps to prevent skin gambling monetisation.[133]

In its final report, published 9 September 2019, the Department for Digital, Culture, Media and Sport recommended that the UK government take precautionary steps to prevent the sale of games containing loot boxes to minors, and to work with PEGI to make sure that games with loot boxes are labeled as having gambling mechanics. Further, the report stated that "We consider loot boxes that can be bought with real-world money and do not reveal their contents in advance to be games of chance played for money's worth." and urged the government to add games containing loot boxes as regulated under the Qimor to'g'risidagi qonun 2005 yil, which would restrict their sale. The report also agreed with the conclusions of the Gambling Commission that game publishes and developers must take more steps to limit the grey market of skin gambling.[92] The Angliya bo'yicha bolalar komissari came out with a report the following month echoing the same concerns, that loot boxes are akin to gambling for minors, and encouraged updates to gambling laws to reflect how games may use them to draw minors to continue to spend money.[134]

The Milliy sog'liqni saqlash xizmati director of mental health Kler Merdok stated in January 2020 that the Service was incorporating concerns related to loot boxes and the mental health of youth into their Long Term Plan, but cautioned that "no company should be setting kids up for addiction by teaching them to gamble on the content of these loot boxes. No firm should sell to children loot box games with this element of chance, so yes those sales should end."[135]

In June 2020, the Department of DCMS began requesting evidence from game companies related to loot boxes as part of a further investigation.[136]

The Lordlar palatasi Gambling Committee released a special report on the state of gambling in the UK on July 2, 2020. The report identified the ongoing issue of loot boxes, how they may be seen as gambling and their effect on the youth," and concluded that "Ministers should make regulations under section 6(6) of the Gambling Act 2005 specifying that loot boxes andany other similar games are games of chance, without waiting for the Government's wider review of the Gambling Act."[137][138]

2017 yil fevral oyida Men oroli "s Gambling Supervision Commission updated their regulations to explicitly define virtual items as being "money's worth" even when not convertible into cash, explicitly bringing loot boxes under statutory regulation.[139][140]

Gollandiya

In April 2018, the Dutch Gaming Authority issued a legal opinion that games which both sell loot boxes and permit the "transfer" of yielded items are illegal. In its report "Study into loot boxes: A treasure or a burden?", the authority stated that four games of the ten it studied violated gambling law in this way. It concluded that while the loot-box systems in the six remaining games did not meet the threshold for legal action, they "nevertheless foster[ed] the development of addiction" and were "at odds" with the authority's objectives.[141]

The authority gave the developers of the four unnamed games eight weeks to correct their loot-box system or face fines and potential bans on sales of the games in the Netherlands.[142] Valve disabled the ability for players to trade in-game items from Counter-Strike: Global hujum, Team Fortress 2 va Dota 2, stating that they were told by the Dutch Gaming Authority that they had until June 20, 2018 to remedy the loot-box situations within these games.[143] On July 11, 2018 Valve re-enabled the ability for players to trade in-game items from Counter-Strike: Global hujum, but restricted customers from the Netherlands and Belgium from opening loot boxes.[144][145] EA had not modified FIFA, leading to the Gaming Authoring to seek fines from EA. EA had sued, but lost its case in October 2020, with the judge agreeing with the Gaming Authority's decision related to gambling, and was ordered to remove the ability to sell loot boxes to player in FIFA within three weeks or be fined a total of €500,000 per week up to a maximum €5 million until they were removed. EA has planned to appeal this decision.[146]

The authority's investigation was opened following a parlament question tabled by MP Michiel van Nispen in November 2017. Announcing the investigation, the regulator warned of the "possible dangers" of "addiction and large financial expenses".[147][148]

Following its April announcement, the Gaming Authority began to solicit other European Union countries to help harmonise their ruling on loot boxes among the Union.[149]

2019 yil aprel oyida, Psyonix disabled the ability for players in the Netherlands (and Belgium) to open loot crates with keys in Raketa ligasi due to government regulations.[150]

Belgiya

Belgiya Adliya vaziri Koen Gin has led some of the country's decisions on restricting loot boxes and seeks to extend Belgium's approach to all of Europe.

In April 2018, shortly after the Netherlands' decision on loot boxes, the Belgian Gaming Commission completed its study of loot-box systems in four games, FIFA 18, Overwatch, Counter-Strike: Global hujum va Yulduzli urushlar jangi II, and determined that the loot-box systems in FIFA 18, Overwatchva Counter-Strike: Global hujum were considered games of chance and subject to Belgium's gambling laws. The Commission stated that for loot boxes in Overwatch, the action of opening a loot box is a game of chance to receive items of some perceived value to players, and there is no means to directly purchase in-game currency to obtain a specific item, while games like FIFA 18 merge reality and fantasy by using real-life athletes to promote the loot-box system.[48] Belgiya Adliya vaziri Koen Gin stated in these findings that "A dialogue with the sector is necessary" and that "It is often children who come into contact with such [loot box] systems and we cannot allow that".[69] The study was conducted starting in November 2017,[87] davomida Battlefront II had temporarily removed loot boxes, so was not considered in violation. The Commission ordered that the loot-box systems from these three games be removed, or otherwise the publishers could face criminal offenses and fines up to €800,000.[151] Geens called for a Yevropa Ittifoqi -wide ban of loot boxes, saying that "mixing gambling and gaming, especially at a young age, is dangerous for the mental health of the child".[152]

In response to the announcement, several companies made their games with loot boxes unavailable to customers in Belgium with no financial recourse to customers who bought or paid for merchandise in the games:

  • Vana said that they were "happy to engage with the Belgian Gambling Commission and answer any questions they may have". EA va Blizzard Activision izoh berishdan bosh tortdi.[69] As described above for the Netherlands, a patch to Counter Strike: Global Offensive in July 2018 prevented players from Belgium or the Netherlands from opening loot boxes.[145]
  • 2K o'yinlari o'zgartirilgan NBA 2K to comply with the ruling by removing the ability to buy MyTeam random card packs with real-world funds for Belgian players, though they can still be purchased through in-game currency.[153] 2K still asserted that loot boxes did not violate Belgium's gambling laws, and encouraged players to contact their local representatives regarding these removals.[154]
  • Blizzard Entertainment will block Belgian players of Overwatch va Dovul qahramonlari from buying loot boxes, though they can still earn these through in-game rewards.[155]
  • ArenaNet disabled Belgium users from purchasing in-game currency with real-world funds from Gildiya urushlari 2. While the game does not have loot boxes, it does have "Ecto Gambling" that allows players to use in-game currency to obtain random selections of items, which would similarly run afoul of Belgium gambling laws as they found for loot boxes.[156]
  • Square Enix announced the 2018 recall from app stores of three of its mobile games that include loot-box mechanics: Mobius Final Fantasy, Kingdom Hearts Union X va Dissidia Final Fantasy Opera Omnia.[157]
  • Konami disabled the ability for those in Belgium from purchasing in-game currency in Pro Evolution Soccer 2019, which could then be used to buy loot boxes. Players are still able to earn this currency in-game.[158]
  • Simultaneously with its actions in the Netherlands in April 2019, Raketa ligasi"s developer Psyonix disabled the ability for Belgium players to open loot boxes.[150]
  • Nintendo closed down two of its mobile games, Hayvonlarni kesib o'tish: cho'ntak lageri va Yong'in gerbi qahramonlari for Belgium users, as both offer the ability to use real-world money to buy a random in-game item.[159]

Electronic Arts' games FIFA 18 va FIFA 19 were also called out by the Commission; however, EA did not make any modifications to these games; EA had previously stated in May 2018 that it did not believe the implementation of loot boxes in their games constituted gambling.[160] As such, the Commission has started actions with the Belgian courts to initiate legal action against EA by September 10, 2018, though whether such action is possible would be a decision of the public prosecutor's office.[161] Ultimately on January 29, 2019, EA announced that it would stop selling FIFA Ultimate Team packs with microtransactions to players in Belgium by February, bringing them into compliance with the Commission.[162]

Frantsiya

Following the controversy on loot boxes and microtransactions on release of Yulduzli urushlar jangi II, French Senator Jérôme Durain wrote to ARJEL, a government-mandated authority that oversees online gambling, to ask them to investigate the situation with pay-to-win loot boxes. Durain's letter stated his concerns that "some observers point to a convergence of the video game world and practices specific to gambling" in his request.[163] ARJEL's report, released in June 2018, does not immediately consider loot boxes as gambling, but does address the need to continue to investigate them further following a planned report to be published by the Gaming Regulators European Forum. ARJEL noted that items from loot boxes do not normally have monetary value, and even when they are traded through skin gambling, the publisher of such games do not participate in that arena, thus distancing loot boxes from other forms of gambling.[164]

Germaniya

In February 2018 Germany's Commission for the Protection of Minors in the Media [de ] announced research into loot boxes undertaken at the Gamburg universiteti which concluded that they present features "typical of gambling markets". Commission head Wolfgang Kreißig said that it was "conceivable that loot boxes could violate the ban on advertising to children and adolescents".[165][166] The commission concluded in March 2018 that loot boxes can possibly violate the prohibition of direct advertisement appeals to buy products directed towards minors; however, the games that they studied were rated for players of at least 16 years old, and thus were not targeted to be played by minors. The commission remained open on hearing complaints towards loot boxes on specific games, though have no legal authority to enact any fines or penalties should they be found to be against law.[167]

2019 yil oktyabr oyida Yoshlarga zararli bo'lgan ommaviy axborot vositalari bo'yicha federal bo'lim (BPjM) stated it was looking into blacklisting the game Tangalar ustasi for distribution in Germany after Yan Bohmermann had discussed issues with the game's monetisation mechanics. Esa Tangalar ustasi does not use loot boxes, the game uses a gameplay mechanism that requires the player to play a virtual o'yin mashinasi to advance in the game, with the opportunity to use items purchased with real-world funds to influence or bypass the slot machine to achieve desirable results, a model adapted by many other games and one that can encourage or trivialise excessive gambling. Agar Tangalar ustasi had been blacklisted the BPjM may have opened the door for other games with similar monetisation routes to be reviewed.[168] By March 2020, BPjM opted not to blacklist the game, but later announced in July 2020 that it may consider requiring games like Tangalar ustasi and games with loot boxes to be rated at a higher ratings level under a new Youth Protection Act that is expected to be passed and in enforcement in early 2021.[169]

Shvetsiya

Shuningdek, 2018 yil fevral oyida, Ardalan Shekarabi, shved Davlat boshqaruvi vaziri, stated that he was "ready to ask [the] authorities to take a closer look at the phenomenon of loot boxes and see if there is a need to change legislation in order to strengthen consumer protection." He raised the prospect of loot boxes being classified as a lottery by 2019.[170] Shekarabi instructed the Swedish Consumer Agency in May 2019 to review consumer protection around loot boxes, particularly in how well they protect minors and children.[171]

Polsha

2019 yil fevral oyida Polish Ministry of Finance issued a statement saying that loot boxes are not gambling in the light of the Polish law, although it noted that they may well constitute gambling in other jurisdictions. Polish law defines gambling very specifically, and the current definition is not applicable to loot boxes.[172][173][174]

Yevropa Ittifoqi

A July 2020 report prepared on behalf of the Evropa parlamentining ichki bozor va iste'molchilar huquqlarini himoya qilish qo'mitasi (IMCP), "Loot boxes in online games and their effect on consumers, in particular young consumers", was one of the first reports to reframe loot boxes as a matter of iste'molchilar huquqlarini himoya qilish rather than a gambling concern.[175] The report identified that loot boxes in video games have "problematic design features" that create an "irresistible urge to play" and a "growing tension that could only be relieved by playing" in an addictive loop.[175] While the report identified this had similarities with gambling, the authors also urged that the European Parliament consider the loot box issue at a consumer protection standpoint since it can create addictive behavior particularly in young persons. The report included recommendations such as restrictions on design features that encourage the addictive loop, better disclosure from publishers to players on loot box odds and the risks of playing such games, parental controls, and consumer testing with governmental oversight.[175][176]

Shimoliy Amerika

Qo'shma Shtatlar

There are presently no laws in the United States targeting loot boxes, though the renewed interest in the issues with skin gambling from mid-2016 highlighted several concerns with using virtual items for gambling purposes.[177] In past case law, courts have ruled that gambling with virtual currency within a video game is not illegal as long as there are no ties to real money, steps Blizzard Entertainment va Riot o'yinlari have done with their titles.[178] Further, most states define gambling laws based on receiving something of value from paying for a game of chance, and traditionally, in-game items are considered to have no value in previous case law. However, with more technically-literate court judges that may consider "value" more than just a financial value, alongside new perception of how much value in-game items can have resulting from the skin gambling situation, could change how the framework in the United States would classify loot boxes.[179]

Hawaii state representatives Kris Li and Sean Quinlan issued a statement in November 2017 taking a stance against loot boxes. "These kinds of lootboxes and microtransactions are explicitly designed to prey upon and exploit human psychology in the same way casino games are so designed." They plan to introduce legislation in the State of Hawaii, specifically to block sale of Yulduzli urushlar jangi II, and that they have spoken to lawmakers from other states to enact similar laws, such that federal legislation could be possible if enough states take action.[180][181] Quinlan stated:

I realised just how bad it has gotten. We've been on this path for 15 years with day-one DLC, subscription passes, pay-to-win. We as consumers kept accepting that, kept buying those games. Now we're at a place where we need to consider, do we need to legislate? Does the ESRB have to consider a new rating that could deal with gambling and addictive mechanics?[182]

Rather than passing legislation that could have a silliq qiyalik of harmful effects on the industry, Quinlan stated he would prefer to see the industry self-regulate, either by excluding gambling-like mechanics in games marketed to children, or have the industry rate games with these mechanics for more mature audiences which would affect how they would be sold and marketed.[182] Lee later outline how he would present a law, which would ban the sale of games to anyone under 21 if it contained a gambling element, defined if real-world funds are used to provide a "percentage chance" of receiving a specific in-game item rather than the item directly, applied both at retail and at digital distribution.[183] By February 2018, two separate bills were introduced in Hawaii's state legislature: one bill would require retail games featuring loot-box mechanisms to have clear labeling stating "Warning: contains in-game purchases and gambling-like mechanisms which may be harmful or addictive", while a second bill would regulate sale of these games to only those 21 years of age or older, the minimum age for gambling within the state.[184] However, by March 2018, the bills failed to meet necessary requirements to be considered in the legislation, and were dropped.[185]

In January 2018, three senators in Vashington shtati introduced Senate Bill 6266 (S-3638.1) in the state legislature,[186] which would, if enacted, order the Vashington shtati Qimor komissiyasi to investigate loot boxes and their potential effect on underage gambling.[187][188]

Minnesota introduced a bill in April 2018 that would prohibit sale of games with loot-box systems to children under 18 years of age, and require specific labelling on these games to alert consumers to the loot-box system.[47]

In early May 2019, Republican Senator Josh Xolli of Missouri announced that he intends to introduce a bill named "The Protecting Children from Abusive Games Act" that would ban loot boxes and pay-to-win microtransactions in "games played by minors", using similar qualifications to determine this as previously defined in the Bolalarning Internetdagi shaxsiy hayotini himoya qilish to'g'risidagi qonun. The Federal savdo komissiyasi would be responsible for enforcing the bill by making judgements and leveling fines for games that fail to take these steps.[189] The bill was formally introduced in the United States Senate in the 116th Congress on May 23, 2019 as Senate Bill 1629, with co-sponsors Ed Marki (Massachusets shtati) va Richard Blumenthal (Connecticut), both Democrats.[190][191]

Ko'p millatli

In September 2018, members from the gambling commissions from fifteen European nations, including Austria, the Czech Republic, France, Ireland, Latvia, the Netherlands, Norway, Poland, Portugal, Spain, UK, as well as the state of Washington from the United States, announced a collaborative effort to "address the risks created by the blurring of lines between gaming and gambling". While the group's specific focus will be on skin gambling sites, they will be looking to "ensure that features within games, such as loot boxes, do not constitute gambling under national laws".[192]

O'z-o'zini boshqarish

Video game industry bodies have generally stated that they cannot regulate loot boxes as gambling unless the law of their countries specify what counts as gambling within games.[32]

Evropa

In many European countries, voluntary ratings for video games are provided by PEGI. PEGI has stated that a game having a loot-box system will not automatically require its "gambling content" descriptor. PEGI further stated that "It's not up to PEGI to decide whether something is considered gambling or not—this is defined by national gambling laws".[32]

Parliamentary questions in the United Kingdom revealed in March 2018 that PEGI is "considering the possibility of placing [in-game purchase] notifications on boxed products".[127] PEGI announced in April 2020 that it will add the supplementary label "Includes Paid Random Items" for games featuring loot box-like mechanics.[193]

Yaponiya

Before the disbanding of the Japan Social Game Association (JSGA) in 2015, it issued 2 self-regulatory guidelines for in-game gacha: provide a minimum 1% payout rate and establish a payment ceiling. For example, if a player has poured certain amount of money in gacha, the player is given a chance to choose whatever reward they want from the gacha pool freely. The association recommended a 50,000-yen ceiling.[194]

The Japan Online Game Association (JOGA), which now serves as the Japanese video game industry's self-regulatory body in lieu of JSGA, also issued similar guidelines with further specifications such as "listing all available rewards from the lootbox and payout rates of all rewards" and "listing changes to all available rewards and payout rates upon software revision, specifically during festive campaign with a deadline". While the new guideline does not recommend any payment ceiling, it recommends to display the expected maximum bet in order to guarantee obtaining the item if it exceeds 50,000 yen.[195]

Birlashgan Qirollik

UKIE, the video game industry trade organisation for the United Kingdom, asserted its stance that loot boxes do not constitute gambling and are "already covered by and fully compliant with existing relevant UK regulations".[32]

Qo'shma Shtatlar

The Ko'ngilochar dasturiy ta'minotni baholash kengashi (ESRB), like PEGI, provides voluntary video game kontent reytinglari for games in the United States. ESRB does not consider loot boxes as a form of gambling, and will not rate such games with their "Real Gambling" content descriptions. ESRB considers that loot boxes are equivalent to collectible card game booster packs, and that the player is always receiving something of value with opening a loot-box purchase, even if it is not something the player desires. The Board further stated that games that are labelled with "Real Gambling" will likely be then rated "AO" (Adults Only), to comply with gambling laws; retailers typically do not stock such games, and would thus harm a publisher.[196] Additionally, the ESRB also sees themselves as responsbile to help guide parents on video game content. As an example, they found that parents were more worried about children spending money in-game and not any gambling aspects, and thus did not include loot boxes as one of its content descriptions, though would like to add them in the future should legislation or other industry standards establish gambling as a critical issue.[197]

The O'yin-kulgi dasturlari assotsiatsiyasi, the parent organization of the ESRB, asserted loot boxes are not a form of gambling, stressing that they are a voluntary and optional aspect in these games.[181] Major publishers Electronic Arts[88] va Take-Two Interactive[198] have also stated they do not see loot boxes as gambling due to their voluntary nature. Electronic Arts' CEO Endryu Uilson stated in May 2018 that they will continue to include loot boxes in their games, and "While we forbid the transfer of items of in-the-game currency outside, we're also actively seeking to eliminate that where it's going on in an illegal environment, and we're working with regulators in various jurisdictions to achieve that".[199]

While other publishers have acquiesced to governmental concerns about loot boxes, Elektron san'at has been generally steadfast in that they do not believe their implementation of loot boxes is a form of gambling. In statements made at hearings with the UK Digital, Culture, Media, and Sport Committee, EA representatives compared loot boxes to "surprise mechanics" that one would find with Kinder Surprise eggs, and believe that their implementation of loot boxes are "quite ethical and quite fun, quite enjoyable to people".[46]

In the wake of the criticism over Yulduzli urushlar jangi II, financial analysts suggested that the video game industry will need to develop self-regulating principles to better handle monetisation and loot-box schemes to avoid government intervention into the industry.[89]

Sen Maggi Xasan urged the ESRB to self-regulate the industry with respect to loot boxes in February 2018.

In February 2018, Senator Maggi Xasan brought up the issue of loot boxes during a hearing of the Senate Commerce, Science and Transportation Committee to'rtga Federal savdo komissiyasi nominees, which the Commission oversees. She asked the nominees if "that children being addicted to gaming - and activities like loot boxes that might make them more susceptible to addiction - is a problem that merits attention?"; all four nominees agreed attention would be necessary.[200] The same day, Hassan authored a letter to the ESRB "to review the completeness of the board's ratings process and policies as they relate to loot boxes, and to take into account the potential harm these types of micro-transactions may have on children" and "to examine whether the design and marketing approach to loot boxes in games geared toward children is being conducted in an ethical and transparent way that adequately protects the developing minds of young children from predatory practices." Though neither the hearing nor the letter called for regulation, Brian Crecente of Gliksel considered these as pretense to get the ESRB to act on its own before Congress would be forced to take legislative action.[200]

In response to Hassan's letter, the ESRB announced in February 2018 that it would require any rated game that offers any type of in-game purchase with real-world funds, encompassing loot boxes, would be required to be labeled as such. ESRB stated the labeling was primarily meant to help parents watch for games for their children, and because of the brevity of space they have on retail packaging, did not opt to required publishers to identify the specific form of microtransaction. However, the board still asserted that they still do not believe loot boxes themselves are a form of gambling.[201][202] While Sen. Hassan called the ESRB's decision a "step forward", she still remained concerned of "the ESRB's skepticism regarding the potentially addictive nature of loot boxes and microtransactions in video games", and stated "I will work with all relevant stakeholders to continue oversight on these issues and ensure that meaningful improvements are made to increase transparency and consumer protections."[203] The ESRB introduced this new label "In-Game Purchases (Includes Random Items)" in April 2020 to be used for games that include loot box-style mechanics.[204]

During a November 2018 Congressional hearing over problems with Cambridge Analytica 's data leak and associated with Facebook va Google, Jozef Simons, raisi Federal savdo komissiyasi (FTC), Kongressga FTC mikrotransaktsiyalarning potentsial bozor qiymatini hisobga olgan holda, o'lja qutilarini tekshirishini va'da qildi.[205] 2019 yil boshida hukumat yopilgandan so'ng, FTCni ko'rib chiqishni kechiktirgandan so'ng, Hassan FTC-ni o'lja qutilarini ko'rib chiqish bo'yicha yangilanishini ta'minlash uchun itarib yubordi.[206]

FTC 2019 yil 7-avgustda soha vakiliga murojaat qilib, yig'ilish oldidan yuborilgan jamoatchilik fikr-mulohazalarini ko'rib chiqib, o'lja qutilari bo'yicha ommaviy tinglov o'tkazdi.[207][208][209] Uchrashuv davomida ESA vakillari Microsoft, Nintendo va Sony o'zlarining konsol tizimlarida chop etilgan o'lja qutilaridan foydalangan holda yangi yoki yangilangan o'yinlarga talablarni ishlab chiqish ustida ish olib borishayotganini, o'lja qutilaridagi buyumlar uchun imkoniyatlarni oshkor qilishini ta'kidladilar. ESA doirasidagi boshqa noshirlar, shu jumladan Activision Blizzard, Bandai Namco, Bethesda, Bungie, Electronic Arts, Take-Two Interactive, Ubisoft, Warner Bros. va Wizards of the Coast, shuningdek, boshqa o'yin platformalari uchun xuddi shu narsani qilishga qaror qilishgan. masalan, shaxsiy kompyuterlarda, iOS App Store va Google Play mobil platformalarida mavjud talablarga mos kelish uchun. Ushbu harakatlar 2020 yil oxirigacha amalga oshirilishi kutilmoqda, deya xabar beradi ESA.[210][211] Nintendo Ertasi kuni FTCga berilgan bayonotni aks ettirish uchun yangi tizim chiqardi, uning tizimidagi barcha yangi va yangilangan o'yinlar uchun talon-taroj stavkalari nashr etilishini talab qildi va o'yin ichidagi xaridlar bilan bunday o'yinlar ota-onalar tomonidan tartibga solinishi mumkin Nintendo Switch Onlayn ilova.[212] Epik o'yinlar o'lja qutilarini yo'q qilish uchun allaqachon choralar ko'rgan holda, ESA va boshqa noshirlar tomonidan qabul qilingan o'xshash siyosatlarga amal qilishlarini tasdiqladilar. Fortnite, Raketa ligasi va uning portfelidagi boshqa o'yinlar.[213]

Butun dunyo bo'ylab

Apple-ga o'zgartirishlar kiritildi iOS App Store 2017 yil dekabrida, do'konga pul ishlab topilgan o'lja qutilari yoki boshqa dunyoga tegishli mablag'lar evaziga tasodifiy buyumlarni taqdim etadigan boshqa shunga o'xshash mexanizmlarni o'z ichiga olgan o'yinlarni nashr etadigan ishlab chiquvchilardan ushbu mexanizmlardan o'yinchiga qadar olinadigan narsalarning stavkalarini e'lon qilishni talab qiladi. mablag'larni o'yinga sarflash.[214] Google 2019 yil mayiga qadar ushbu dasturga amal qildi Play Store ularning imkoniyatlarini e'lon qilish uchun o'lja qutilari mexanikasidan foydalanish.[215]

2018 yil noyabr oyida Xalqaro o'yin ishlab chiqaruvchilar assotsiatsiyasi (IGDA) video o'yinlar sanoatini hukumatlar tartibga solishdan oldin talon-taroj qutilarida choralar ko'rishga undadi. IDGA ushbu sohaning uchta yo'nalishini belgilab oldi: o'lja qutilari mexanikasini yoshlarga sotmaslik, mollarni qutilarga olish imkoniyatlarini ochib berish va ota-onalarga o'yin davomida ota-onalar nazorati bo'yicha ma'lumot berish.[216]

2019 yil fevral oyida, ko'rib chiquvchi agregator OpenCritic o'lja qutilarini ishlatadigan o'yinlar haqidagi tafsilotlarni o'yinlar uchun qisqacha sahifalariga kiritishni boshladi.[217]

Akademik adabiyotlarda King va Delfabbro o'lja qutilariga ortiqcha sarflanishining oldini olish yoki kamaytirish uchun videoo'yin kompaniyalari tomonidan amalga oshirilishi mumkin bo'lgan yigirma to'rtta "ijtimoiy javobgarlik" choralarini taklif qilishdi.[218] Biroq, sanoatning ushbu choralarni ko'rishga tayyorligi sanoatning iqtisodiy manfaatlari sababli shubha ostiga qo'yildi.[219]

Sud jarayoni

2020 yil fevral oyida Frantsiyada elektron san'atga qarshi Ultimate Team qismi bo'yicha ikkita alohida sud ishi qo'zg'atildi FIFA buni tasdiqlovchi o'yinlar tartibga solinmagan qimor o'yinlariga tengdir. Bir sinf a'zosi, ular Ultimate Team paketlariga 600 evrodan ko'proq mablag 'sarflaganliklarini va hech qachon yuqori darajadagi joyni olmaganliklarini ta'kidladilar, chunki bu boshqa o'yinchilar bilan onlayn raqobatlashish uchun zarur edi. Shuningdek, kostyumlar FIFA o'yinlarni sarflashni cheklash uchun har qanday ota-ona nazorati yo'q, bu Ultimate Team-ning g'alaba qozonish xususiyati bilan bir qatorda Belgiya va Gollandiyaning 2019 qarorlariga to'g'ridan-to'g'ri murojaat qilib, voyaga etmagan qimor o'yinlarini rag'batlantiradi.[220]

2020 yil iyun oyida Kaliforniyada Apple kompaniyasiga qarshi o'tkazilgan ish bo'yicha da'vo arizasida Apple App Store tomonidan taqdim etilgan o'lja qutilari mexanikasidan foydalangan holda o'yinlar orqali Apple "xaridorlarni, shu jumladan bolalarni qimor o'ynashga va shunga o'xshash o'ziga xos xulq-atvorga xilof ravishda jalb qiladigan yirtqich amaliyotlar bilan shug'ullanadi". iste'molchilarni himoya qilish va bunday amaliyotlarni taqiqlash uchun ishlab chiqilgan ushbu va boshqa qonunlar ". Sud da'vosiga ko'ra, ushbu dasturlar yordamida Apple o'z qurilmalariga Kaliforniya kodi bo'yicha noqonuniy bo'lgan noqonuniy qimor qurilmalariga aylanishiga imkon beradi.[221]

2020 yil avgust oyida Kaliforniyada EAga qarshi Ultimate Team talon-toroj qutilariga qarshi yana bir sud jarayoni boshlandi FIFA va Madden NFL da'vogar bilan Apple kompaniyasiga qarshi iyun 2020 ishi bilan bir xil yuridik firma vakili bo'lgan o'yinlar. EA ishi Ultimate Team talon-torojlari Kaliforniya qonunchiligiga binoan qimor mexanizmlari deb hisoblanadimi yoki yo'qmi deb qaror qilish uchun hakamlar hay'ati sudiga murojaat qiladi. 5 million AQSh dollari ziyon bilan.[222] 2020 yil noyabr oyida Kaliforniya shtatidagi EAga qarshi yana bir sud da'vosi, Dinamik qiyinchiliklarni sozlash xususiyati ishlatilganligini tasdiqladi FIFA, Madden NFLva NFL Har birida Ultimate Team yondashuvining o'zgarishini qo'llaydigan seriyalar o'yinchilarning o'ynash odatlariga o'zgartirish kiritib, Ultimate Team o'yinlariga tushib qolish imkoniyatlarini kamaytirish va ularni mikrotransaktsiyalar orqali sotib olishga yo'naltirish uchun mo'ljallangan.[223]

Ta'sir

Kuchli tanqid va tartibga solish natijasida ba'zi studiyalar o'z o'yinlarida o'lja qutilarini olib tashlashni yoki almashtirishni boshladilar. Feniks laboratoriyalari ularning ekvivalentidagi o'lja qutilarini olib tashlashni tanladilar Jonsiz Buning o'rniga tizimni o'yinchilar uchun kerakli pulni to'g'ridan-to'g'ri o'yin ichidagi valyuta yoki real pul mablag'lari orqali sotib olish imkoniyati bilan almashtirish, ularga o'yin uchun monetizatsiya qilishga imkon beradi.[224] Playsaurus, bepul o'yinni ishlab chiquvchilar Clicker Heroes, 2017 yil noyabr oyida o'yinning davomi bepul o'ynashga imkon berilmasligini e'lon qildi va bu qimor o'yinlari turini rag'batlantirishi mumkin bo'lgan o'lja qutisi tipidagi tizimlarni taklif qilish axloqiy muammolarini keltirib chiqardi.[225] 2019 yil yanvar oyida, Epik o'yinlar ning mexanikasi sozlangan Fortnite: Dunyoni qutqaring"s o'lja qutilari qimor o'yinlari bilan bog'liq bo'lgan muammolarni hal qilish uchun xaridorlarga sotib olishdan oldin o'lja qutisi tarkibini ko'rishga imkon beradigan real pul mablag'lari bilan sotib olinadigan qutilar.[226] Psyonix ularni olib tashladi Raketa ligasi 2019 yil dekabrida ularni to'g'ridan-to'g'ri buyumlar do'koni bilan almashtiring.[227]

Adabiyotlar

  1. ^ a b v d e Lourens, Natan (2017 yil 23-aprel). "To'lovdan tortib to talon-taroj qilish tizimlarining notinch psixologiyasi". IGN. Olingan 13 avgust, 2017. Ko'p jihatdan, bu xuddi siz kabi boshqa o'yinlarda tasodifiy talon-taroj qilish bilan davom etadigan bir xil psixologik mexanizmlar Diablos dunyodan ... buni shuncha soat davomida o'yin o'ynash yoki shuncha o'yinda g'alaba qozonish orqali olasizmi yoki bu tasodifiy sonlar generatorining to'plamini kartalar to'plami yoki o'lja sandig'ini sotib olish uchun besh dollar sarflashdan olasizmi, hali ham o'sha shoshqaloqlik, o'sha tajriba, umidvor kutish.
  2. ^ a b Perks, Metyu (2016 yil 11 oktyabr). "Cheklangan nashrdagi o'lja qutilari: muammoli qimor va pul ishlash". Kub. Olingan 13 avgust, 2017.
  3. ^ a b v "Battlefield 1 Battlepacks - Battlefield rasmiy sayti". EA DICE. Olingan 13 avgust, 2017.
  4. ^ Deyl, Laura (2017 yil 10-avgust). "Call of Duty: WW2 sizga boshqalarning ochilgan o'lja qutilarini tomosha qilganingiz uchun mukofotlar beradi". Kotaku. Olingan 13 avgust, 2017.
  5. ^ Newhouse, Alex (2017 yil 11-avgust). "Amazon Prime a'zolari uchun bepul Overwatch o'lja qutilari mavjud". GameSpot. Olingan 9 oktyabr, 2017.
  6. ^ "O'lja qutisini sotib olish". Blizzard do'koni. Olingan 17 may, 2019.
  7. ^ a b v d e "Virtual valyutalar, elektron sport turlari va ijtimoiy kazino o'yinlari - pozitsiya qog'ozi" (PDF). Qimor komissiyasi. 2017 yil mart.
  8. ^ a b v d e f Wiltshire, Alex (2017 yil 28-sentabr). "Qo'shadi psixologiya va o'lja qutilarining behayo san'ati orqasida". Kompyuter o'yini.
  9. ^ a b v Machkovech, Sem (2007 yil 29 sentyabr). "Forza 7-ning" daromad olish uchun to'lash "opsiyasi bilan o'lja qutilari eng past darajaga ko'tarildi". Ars Technica. Olingan 29 sentyabr, 2017.
  10. ^ Xarper, Yelizaveta (2017 yil 5-may). "Xitoyda" Overwatch "," Hearthstone "va" Heroes "talon-taroj qilingan qutilarning pasayishi aniqlandi". Blizzard Watch. Olingan 13 avgust, 2017.
  11. ^ "Team Fortress 2 - Mann-Konomiyani yangilash bo'yicha savollar". Team Fortress 2 blogi. Vana. Olingan 13 avgust, 2017.
  12. ^ a b v d e f Hood, Vik (2017 yil 20-oktabr). "Buyuk Britaniya Uzoq Sharqdagi o'lja qutilaridagi jangdan nimani o'rganishi mumkin". Evrogamer. Olingan 23 oktyabr, 2017.
  13. ^ a b v d Akimoto, Akki (2012 yil 16-may). "Yaponiyaning ijtimoiy o'yin sanoatiga hukumatning qimorga qarshi harakati to'sqinlik qilmoqda". The Japan Times. ISSN  0447-5763. Olingan 13 avgust, 2017.
  14. ^ Bycer, Josh (2016 yil 15-dekabr). "Talon qutilari ortidagi omad va yo'qotish". Gamasutra. Olingan 9 oktyabr, 2017.
  15. ^ Kollar, Filipp (2017 yil 16-fevral). "Mamarta yilida Hearthstone-ning ekspansiyalarga munosabati butunlay o'zgaradi". Ko'pburchak. Olingan 16 fevral, 2017.
  16. ^ Statt, Nik (2017 yil 28-may). "Overwatch-ning o'lja qutisi tizimi - Blizzard-ning haqiqiy asaridir". The Verge. Olingan 13 avgust, 2017.
  17. ^ Kim, Gyuman (2016 yil 30-aprel). "O'yin qonunchiligi va siyosati instituti", Mumkin bo'lgan narsalar, qayerda tartibga solish kerak?"". Inven Global (koreys tilida). Olingan 15 iyun, 2018.
  18. ^ a b v d e f Nyuman, Jared (2017 yil 14-noyabr). "Qanday qilib qutilar hech qachon tugamaydigan o'yinlarga olib keldi (va har doim pul to'laydigan o'yinchilar)". Gliksel. Arxivlandi asl nusxasi 2017 yil 14-noyabrda. Olingan 14-noyabr, 2017.
  19. ^ Koo, Shang (2007 yil 3-aprel). "Xitoy burchagi: Wii Piracy, World of Warcraft kaltaklanganmi?". Gamasutra. Olingan 24-noyabr, 2017.
  20. ^ a b v d Berns, Ben (2017 yil 24-noyabr). "O'lja qutisi hidlanib qoldi: biz qanday qilib bu tartibsizlikka tushib qoldik?". VG247. Olingan 24-noyabr, 2017.
  21. ^ a b Olivetti, Jastin (2012 yil 17-may). "Perfect Ten: Lockboxes haqida haqiqat". Engadget. Olingan 9 oktyabr, 2017.
  22. ^ Shull, Terilinn (2011 yil 24-dekabr). "Kapitan jurnali: Dilitiyum, hujum kemalari va chiroqlar, oh!". Engadget. Olingan 13 avgust, 2017.
  23. ^ Dobra, Andrey (2012 yil 6 mart). "Mass Effect 3-ning kooperativ multiplayer rejimi sizga uskunalar uchun haqiqiy pul to'lashga imkon beradi". Softpedia. Olingan 13 avgust, 2017.
  24. ^ "Qurol-yarog 'bilan bog'liq bitimni yangilash". Counter-Strike blogi. Vana. 2013 yil 13-avgust. Olingan 13 avgust, 2017.
  25. ^ Yin-Puul, Uesli (2014 yil 28-may). "Endi Battlefield 4 Battlepacks sotib olishingiz mumkin". Evrogamer. Olingan 13 avgust, 2017.
  26. ^ Ringall, Jaz (2015 yil 13-yanvar). "Ochko'zlik yaxshi: Qanday qilib COD: Advanced Warfare-ning o'lja tizimi o'yinni yaxshilaydi". USGamer. Olingan 5-noyabr, 2018.
  27. ^ Makkarti, Keti (2017 yil 22-noyabr). ""Hozir bu noqulay: "O'yin sohasidagi ayrimlar 2017 yilda o'lja qutisi ko'tarilishi haqida nima deb o'ylashadi". AQSh geymeri. Olingan 22-noyabr, 2017.
  28. ^ Riot Mirross (2016 yil 15 mart). "Hextech Crafting endi NAda jonli efirda!". leagueoflegends.com. Olingan 21 dekabr, 2017.
  29. ^ a b Shrayer, Jeyson (2017 yil 10-oktabr). "Fall Loot Box glut keng tarqalgan signalga olib keladi". Kotaku. Olingan 10 oktyabr, 2017.
  30. ^ a b Machkovich, Sem (2017 yil 29 sentyabr). "Forza 7-ning" daromad olish uchun to'lash "opsiyasi bilan o'lja qutilari eng past darajaga ko'tarildi". Ars Technica. Olingan 9 oktyabr, 2017.
  31. ^ Jekson, Gita (2017 yil 19-sentyabr). "NBA 2K18 mikrotransaktsiyalardan mamnun". Kotaku. Olingan 9 oktyabr, 2017.
  32. ^ a b v d e f Hood, Vik (2017 yil 12-oktabr). "Talon qutilari qimor o'ynaydimi?". Evrogamer. Olingan 12 oktyabr, 2017.
  33. ^ Ore, Jonathan (29 oktyabr, 2017 yil). "Loot box brouhaha: video o'yinlar qimor o'ynashga juda o'xshaydimi?". CBC. Olingan 30 oktyabr, 2017.
  34. ^ Frank, Allegra (2017 yil 9-oktabr). "OpenCritic o'lja qutisining teskari ta'siriga qo'shildi". Ko'pburchak. Olingan 9 oktyabr, 2017.
  35. ^ Sapieha, Chad (2017 yil 14-dekabr). "O'yinlardagi yil: 2017 yilda sohada hukmronlik qilgan beshta yangiliklar va tendentsiyalar". Milliy pochta. Olingan 18 dekabr, 2017.
  36. ^ Graft, Kris (2017 yil 18-dekabr). "2017 yilda o'yin sanoatini aniqlagan 5 tendentsiya". Gamasutra. Olingan 18 dekabr, 2017.
  37. ^ Horti, Samual (2017 yil 21-dekabr). "2017 yilda o'lja qutisi bilan bog'liq tortishuvlar o'yinni qanday shakllantirdi". Kompyuter o'yini. Olingan 27 dekabr, 2017.
  38. ^ a b Xoll, Charli (2018 yil 17-iyul). "O'rta Yer: Urush soyasi o'lja qutilarini tashlaydi va o'yinni yaxshilaydi". Ko'pburchak. Olingan 17 iyul, 2018.
  39. ^ O'Konner, Elis (2018 yil 9-noyabr). "Forza 7 tasodifiy sovrin qutilarini olib tashlaydi'". Tosh qog'oz miltiq. Olingan 9-noyabr, 2018.
  40. ^ Davenport, Jeyms (2018 yil 5-iyul). "Battle passlar o'lja qutilarini almashtirmoqda, ammo bu ular uchun yaxshiroq shart emas". Kompyuter o'yini. Olingan 5 iyul, 2018.
  41. ^ Kastello, Jey (2019 yil 24 mart). "Qahramonlar bo'roni o'lja qutilarini haqiqiy pulga sotib olish imkoniyatini yo'q qiladi". Tosh, qog'oz, miltiq. Olingan 14-noyabr, 2019.
  42. ^ Aleksandra, Xezer (2017 yil 13 oktyabr). "Talon qutilari bizni ekspluatatsiya qilish uchun mo'ljallangan". Kotaku. Olingan 14 oktyabr, 2017.
  43. ^ Richardson, Emili (2015 yil 14-avgust). "Counter-Strike: Global Offensive iqtisodiyoti qanday ishlaydi". Tosh qog'oz miltiq. Olingan 10 oktyabr, 2017.
  44. ^ a b Park, Gen (18.11.2017). "Qanday qilib" Yulduzlar jangi "video o'yini qimor o'yinlarini targ'ib qilganligi uchun ayblovlarga duch keldi". Washington Post. Olingan 18-noyabr, 2017.
  45. ^ Drummond, Aaron; Zauer, Jeyms D. (18.06.2018). "Video o'yinlarning o'lja qutilari psixologik jihatdan qimor o'ynashga o'xshashdir". Tabiat insonning xulq-atvori. 2 (8): 530–532. doi:10.1038 / s41562-018-0360-1. ISSN  2397-3374. PMID  31209310. S2CID  205565143.
  46. ^ a b v Beyli, Dastin (2019 yil 19-iyun). "EA: Ular talon qutilar emas, ular" ajablantiradigan mexanika "va" juda axloqiy """. PCGamesN. Olingan 19 iyun, 2019.
  47. ^ a b v Beyli, Jeyson (24.04.2018). "" O'lja qutisi "video o'yini mukofotlarni taklif qiladi, ammo bu qimormi?". The New York Times. Olingan 25 aprel, 2018.
  48. ^ a b Teylor, Xaydn (2018 yil 10-may). "Belgiya O'yin komissiyasi noqonuniy talon-taroj qilingan qutilar uchun jinoiy javobgarlikka tortishni tavsiya qiladi". GamesIndustry.biz. Olingan 10 may, 2018.
  49. ^ Beyli, Kat (2017 yil 13 oktyabr). "O'yinchilar o'lja qutilarini ochishni juda yaxshi ko'radilar, hatto muvozanatli o'yin hisobiga ham to'xtatish uchun". AQSh geymeri. Olingan 13 oktyabr, 2017.
  50. ^ Batchelor, Jeyms (2017 yil 25-oktabr). "NPD: talon-taroj o'yinlari savdosiga ta'sir qilmaydi". GamesIndustry.biz. Olingan 25 oktyabr, 2017.
  51. ^ Makkarti, Keti (2017 yil 15-noyabr). "Yulduzli urushlar jang maydonida 2 umidvor bo'lganlar, talon-tarojlar fonida NBA 2K18 ga qarashlari kerak". AQSh geymeri. Olingan 15-noyabr, 2017.
  52. ^ Batchelor, Jeyms (2018 yil 1-may). "Talon qutilari o'yin bozorini 2022 yilga kelib 160 milliard dollarga etkazishi kutilmoqda". GamesIndustry.biz. Olingan 1 may, 2018.
  53. ^ Beyli, Dastin (2018 yil 15-noyabr). "Ubisoft vakili talon-toroj qutilarini aytmoqda", agar to'g'ri bajarilsa yomon narsa emas, "tartibsizlik boshlanadi". PCGamesN. Olingan 20-noyabr, 2018.
  54. ^ Assael, Shaun (2017 yil 23-yanvar). "Teri o'yindagi". ESPN. Olingan 23 yanvar, 2017.
  55. ^ Xillier, Brenna (2016 yil 12-iyul). "Rocket League-ning yangi talon tizimi Steam Marketplace-ni o'tkazib yuboradi, chunki dev qimorga" qiziqmaydi "". VG247. Olingan 18 iyul, 2016.
  56. ^ Kerr, Kris (2017 yil 7-may). "'Terini tejash - bu yaxshi narsa, - deydi Playerunknown's Battlegrounds yaratuvchisi ". Gamasutra.
  57. ^ Fridman, Doniyor (2014 yil 9-may). "Hearthstone yutuq uchun to'laydimi? Biz buni bilib oldik". Ko'pburchak. Olingan 9 oktyabr, 2017.
  58. ^ a b Avard, Aleks (2017 yil 10-oktabr). "Video o'yinlarda o'lja qutisi fetish mavjud va bu bizning o'yin uslubimizga zarar etkaza boshlaydi". GamesRadar. Olingan 12 oktyabr, 2017.
  59. ^ a b v Kompyuter o'yinchilarining xodimlari (2017 yil 11-oktabr). "Urush soyasi va Battlefront 2 bilan o'lja qutilari eng yuqori nuqtaga yetdimi?". Kompyuter o'yini. Olingan 11 oktyabr, 2017.
  60. ^ Kollar, Filipp; Plante, Kris (2017 yil 5-oktabr). "O'rta Yer: Urush soyasi sharhi". Ko'pburchak. Olingan 9 oktyabr, 2017.
  61. ^ Fillips, Tom (2017 yil 25-sentabr). "Shadow of War ishlab chiqaruvchisi o'yinning talash qutilarini muhokama qilmoqda". Evrogamer. Olingan 18 oktyabr, 2017.
  62. ^ Miller, Mett (2017 yil 19-oktabr). "O'lja qutisining dizayni muvaffaqiyatsizligi". O'yin haqida ma'lumot. Olingan 20 oktyabr, 2017.
  63. ^ Orland, Kayl (2018 yil 3-aprel). "Ishlab chiquvchi O'rta Yerdan urushning soyasi bo'lgan tasodifiy o'lja qutilarini olib tashlaydi". Ars Technica. Olingan 3 aprel, 2018.
  64. ^ a b Byford, Sem; Gartenberg, Xaim (2017 yil 14-noyabr). "EA ning Star Wars Battlefront II backtracki o'lja qutilarining cheklanganligini ko'rsatadi". The Verge. Olingan 17-noyabr, 2017.
  65. ^ Martin, Garret (2017 yil 10-oktabr). "Talon qutilari videogeymlarning iqtisodi buzilganligini yanada isbotlaydi". Yapıştır. Olingan 12 oktyabr, 2017.
  66. ^ a b Fahey, Rob (2017 yil 13 oktyabr). "O'lja qutisidan tashqarida o'ylash". GamesIndustry.biz. Olingan 13 oktyabr, 2017.
  67. ^ Batchelor, Jeyms (2017 yil 18-oktabr). "Talon qutilari: AAA kelajagi yoki pul ishlash noto'g'ri?". GamesIndustry.biz. Olingan 17 oktyabr, 2017.
  68. ^ Purchese, Robert (2017 yil 23-oktabr). "Men odamlarning tom ma'noda Mass Effect multiplayer kartalariga 15000 dollar sarflaganini ko'rdim". Evrogamer. Olingan 17 may, 2019.
  69. ^ a b v Makdonald, Keza (26.04.2018). "Belgiya video o'yinlarni o'ldiradigan qutilarni bolalar qimor o'yinlari sifatida sinab ko'rishga haqli | Keza MakDonald". Guardian. Olingan 26 aprel, 2018.
  70. ^ a b v d e Fenlon, Ues (2017 yil 21-noyabr). "Ishlab chiquvchilarga ko'ra, o'lja qutilariga qarshi va ularga qarshi ish". Kompyuter o'yini. Olingan 22-noyabr, 2017.
  71. ^ Kim, Tae (2017 yil 20-noyabr). "Geymerlar EA-ning" Yulduzli urushlar "bahsiga haddan tashqari ta'sir qilmoqdalar; noshirlar narxlarni ko'tarishi kerak: tahlilchi". CNBC. Olingan 21-noyabr, 2017.
  72. ^ a b Braytman, Jeyms (2017 yil 20-noyabr). "Talon qutilari yomon o'yin dizayni emas, deylik devlar". GamesIndustry.biz. Olingan 20-noyabr, 2017.
  73. ^ a b Kleyton, Natali (2017 yil 16-oktabr). "Overwatch-ning talon-taroj qilish tizimi tuyulganidek begunoh emas". PCGamesN. Olingan 28-noyabr, 2017.
  74. ^ Scott-Jones, Richard (2017 yil 13-dekabr). "Jeff Kaplan bizga Overwatchning o'lja qutilari nima uchun ishlashini va Blizzard World qanday yaratilganligini aytib berdi". PCGamesN. Olingan 13 dekabr, 2017.
  75. ^ Statt, Nik (2017 yil 28-may). "Overwatch-ning o'lja qutisi tizimi - Blizzard-ning haqiqiy asaridir". The Verge. Olingan 9 oktyabr, 2017.
  76. ^ a b Garst, Aron (2017 yil 21-noyabr). "Overwatch hozirgi talon-tarojlar uchun aybni baham ko'rmoqda". Qahramonlar hech qachon o'lmaydi. Olingan 21-noyabr, 2017.
  77. ^ McWhertor, Maykl (2017 yil 22-iyun). "Blizzard Overwatch talon-taroj qutilarining nusxalarini" keskin kamaytiradi ". Ko'pburchak. Olingan 17-noyabr, 2017.
  78. ^ Tack, Daniel (2017 yil 7-noyabr). "Blizzardning Mayk Morxaymi talash qutilar, Battle.net, Mobil va boshqa narsalar haqida suhbatlashmoqda". O'yin haqida ma'lumot. Olingan 15-noyabr, 2017.
  79. ^ Fernadez, Mett (2017 yil 23-noyabr). "'Yulduzli Urushlar Video O'yin Mikrotransaktsiyalari tortishuvlarni keltirib chiqaradi ". Turli xillik. Olingan 23-noyabr, 2017.
  80. ^ Dingman, Xeyden (2017 yil 10-oktabr). "Qanday qilib o'lja qutilari to'la narxdagi kompyuter o'yinlarini" pulni yutish uchun imkoniyat "o'yinlariga aylantirmoqda". Kompyuter dunyosi. Olingan 10 oktyabr, 2017.
  81. ^ Xarid qilish, Robert (2017 yil 9-oktabr). "Star Wars Battlefront 2-da o'lja qutisi muammosi bor". Evrogamer. Olingan 10 oktyabr, 2017.
  82. ^ O'Konner, Jeyms (2017 yil 13 oktyabr). "Beta-tortishuvlardan so'ng, DICE" Star Wars Battlefront 2 "dagi" o'lja qutisi "va progressiv tizimlarni yaxshiroq aniqladi". VG247. Olingan 13 oktyabr, 2017.
  83. ^ Mackovech, Sem (2017 yil 31 oktyabr). "Yulduzli urushlar: Battlefront II o'lja qutilarining rejalarini o'zgartiradi ... ammo bu etarli emasmi?". Ars Technica. Olingan 17-noyabr, 2017.
  84. ^ Xoggins, Tom (2017 yil 17-noyabr). "Star Wars Battlefront 2 talon-taroj qutilari o'yin sohasi uchun burilish nuqtasi bo'lishi mumkin". Daily Telegraph. Olingan 17-noyabr, 2017.
  85. ^ Igna ustasi, Sara; Fritz, Ben (2017 yil 17-noyabr). "Elektron san'at muxlislarning teskari ta'siridan so'ng" Yulduzli Urushlar Battlefront II "dan mikrotransaktsiyalarni tortadi". The Wall Street Journal. Olingan 17-noyabr, 2017.
  86. ^ Crecente, Brian (16.03.2018). "'Star Wars Battlefront II 'o'lja qutisini kapital ta'mirlash batafsil ". Gliksel. Arxivlandi asl nusxasi 2018 yil 16 martda. Olingan 16 mart, 2018.
  87. ^ a b Beyli, Dastin (2017 yil 15-noyabr). "Belgiyaning qimor o'yinlarini nazorat qiluvchi organlari Battlefront 2 talon qutilarini tekshirmoqda". PCGamesN. Olingan 15-noyabr, 2017.
  88. ^ a b "Qimor o'yinlari sababli video o'yinlarni o'ldirish qutilarini tartibga solish uchun qo'ng'iroq". BBC. 2017 yil 24-noyabr. Olingan 24-noyabr, 2017.
  89. ^ a b Kim, Tae (2017 yil 28-noyabr). "EA-ning hisob-kitob kuni bu erda" Yulduzlar jangi "o'yinidagi shov-shuvdan so'ng, 3 milliard dollarlik aktsiya qiymati yo'q qilindi". CNBC. Olingan 28-noyabr, 2017.
  90. ^ Sarkar, Samit (30.01.2018). "Star Wars Battlefront 2 savdo-sotiq maqsadlarini boy bermadi, EA o'lja qutisi munozarasini ayblamoqda". Ko'pburchak. Olingan 30 yanvar, 2018.
  91. ^ Vebster, Endryu (2018 yil 13 aprel). "EA buni" Star Wars Battlefront "mojarosidan o'rganganligini aytadi," yaxshiroq "bo'lishiga qasamyod qiladi'". The Verge. Olingan 16 aprel, 2018.
  92. ^ a b Immersiv va o'ziga qaram texnologiyalar: 2017-19 sessiyalarining o'n beshinchi hisoboti (PDF) (Hisobot). Raqamli, madaniyat, ommaviy axborot vositalari va sport bo'limi. 9 sentyabr 2019. 27-34 betlar. Olingan 11 sentyabr, 2019.
  93. ^ Yaxshi, Ouen (2016 yil 28-iyun). "EA Sports FIFA Ultimate Team-ning eng qimmat o'yinchilarini kamsitadigan muammolarni tan oldi". Ko'pburchak. Olingan 28 iyul, 2020.
  94. ^ Handrahan, Metyu (2016 yil 2 mart). "EA Ultimate Team yiliga 650 million dollar atrofida daromad oladi". GamesIndustry.biz. Olingan 11 sentyabr, 2019.
  95. ^ Xafer, T. J. (26.10.2018). "Dunyo bo'ylab o'lja qutilarining huquqiy holati va munozarada keyingi o'rinlar". Kompyuter o'yini. Olingan 27 oktyabr, 2018.
  96. ^ Rayt, Stiven (2017 yil 6-dekabr). "Talon qutilarining rivojlanishi". Kompyuter o'yini. Olingan 27 dekabr, 2017.
  97. ^ McAloon, Alissa (2016 yil 8-dekabr). "Xitoydagi tasodifiy talon-tarojlarni oshkor qilish uchun onlayn o'yinlar talab qilinadi". Gamasutra. Olingan 13 avgust, 2017.
  98. ^ "Vana TI7 sandiqlari uchun tushish stavkalarini oshkor qilishga majbur bo'ldi« Yangiliklar ». joinDOTA.com. 2017 yil 9-may. Olingan 13 avgust, 2017.
  99. ^ Fong, Genri (2019 yil 8-may). "Loot Box Design 2.0 - Xitoyning yangi qoidalariga rioya qilish". Gamasutra. Olingan 8 may, 2019.
  100. ^ Ziebart, Aleks (2017 yil 6-iyun). "Overwatch China qimor qonunlaridan qochish uchun o'lja qutisini sotib olishni o'zgartiradi". Blizzard Watch. Olingan 13 avgust, 2017.
  101. ^ Xiao, Leon Y. (1 fevral, 2020 yil). "Xitoy Xalq Respublikasining huquqiy yangilanishi: Voyaga etmaganlarning on-layn o'yinlarga qaramligini oldini olish to'g'risida bildirishnoma (2019 yil 25-oktyabr, 2019 yil 1-noyabrdan kuchga kiradi)". O'yinlar to'g'risidagi qonunni ko'rib chiqish. 24 (1): 51–53. doi:10.1089 / glr2.2019.0002. ISSN  2572-5300.
  102. ^ a b "환호 와 침묵 의 쌍곡선, 확률 아 아이템 이슈 는 어떻게 흘러 왔나". (koreys tilida). 2015 yil 9 aprel. Olingan 23-noyabr, 2017.
  103. ^ Kim, Mi-Xi (2016 yil 22-aprel). "무너진 자율, 확률 형 아이템 규제 변명 거리 도 없다 없다". [Agar o'z-o'zini boshqarish muvaffaqiyatsiz tugasa, o'lja qutilarini tartibga solmaslik uchun hech qanday sabab bo'lmaydi]. GameMeca (koreys tilida). Olingan 16 sentyabr, 2017.
  104. ^ http://kgames.or.kr/regulation
  105. ^ "Stoxastik buyumlar assotsiatsiyasi, o'zini o'zi boshqarish va mustahkamlash". Maekyung. 2018 yil 28 mart. Olingan 17 may, 2019.
  106. ^ Plunkett, Luqo (9-aprel, 2018-yil). "Koreyalik kompaniyalar o'lja qutilari uchun 950 ming dollar jarimaga tortdilar". Kotaku. Olingan 9 aprel, 2018.
  107. ^ "Onlaynda Singapur nizomlari - 34 - Qimor o'yinlarini masofadan boshqarish to'g'risidagi qonun 2014". Singapur Respublikasi. 2014 yil 7 oktyabr. Olingan 17 may, 2019.
  108. ^ Wee, Cheryl Faith (2014 yil 3-oktabr). "Raqamli o'yinlar uchun uzoqdan qimor to'lovi" salbiy ta'sir "ko'rsatishi mumkin". Bo'g'ozlar vaqti. Olingan 13 avgust, 2017.
  109. ^ "Qimor o'ynash uchun masofaviy qonun loyihasi: Ikkinchi o'qish". Singapur Respublikasi. 2014 yil 7 oktyabr. Arxivlangan asl nusxasi 2017 yil 13 avgustda. Olingan 13 avgust, 2017.
  110. ^ a b Lum, Patrik (16.08.2018). "Video o'yinlar talon-taroj qiluvchilarga qaramlik va" simulyatsiya qilingan qimor "shakli", dedi Senat so'rovida ". Guardian. Olingan 27 avgust, 2018.
  111. ^ "Viktoriya Qimorlarni Tartibga soluvchi: Quturish qutilari" Konstitutsiyaviy Qimor'". Avstraliyaning Kotaku. 2017 yil 22-noyabr. Olingan 22-noyabr, 2017.
  112. ^ "Avstraliya o'lja qutilari uchun onlayn qimor ko'rsatmalarini chiqaradi". 2018 yil 14 mart. Olingan 6 aprel, 2018.
  113. ^ Donnelli, Djo (28.06.2018). "Avstraliya Senati talon-taroj qilish bo'yicha tergovni qo'llab-quvvatlaydi". Kompyuter o'yini. Olingan 28 iyun, 2018.
  114. ^ Tikuvchi, Xaydn (17 sentyabr, 2018 yil). "Avstraliya tergovi o'lja qutilari psixologik jihatdan qimor o'yinlariga o'xshashligini aniqladi""". GamesIndustry.biz. Olingan 17 sentyabr, 2018.
  115. ^ Reilly, Luqo (27.11.2018). "Avstraliya Senatining hisobotida o'lja qutilarini" har tomonlama ko'rib chiqish "tavsiya etiladi. IGN. Olingan 27-noyabr, 2018.
  116. ^ Aybsizlik yoshini himoya qilish (Hisobot). Avstraliya Hamdo'stligi. 2020 yil fevral. Olingan 5 mart, 2020.
  117. ^ Rayt, Stiven (2020 yil 5 mart). "Tez orada Avstraliyada o'lja qutisini sotib olish uchun yoshingizni isbotlashingiz kerak". GameSpot. Olingan 5 mart, 2020.
  118. ^ Maher, Sian (2020 yil 17-avgust). "Avstraliya hukumati mikrotransaktsiyalar bilan o'yinlar ularni box art-da hal qilishi kerak degan qoidalarni beradi". VG247. Olingan 17 avgust, 2020.
  119. ^ Xoch, Ketrin (2017 yil 11-dekabr). "Yangi Zelandiyada talon-tarojlar qimor o'yinlarining qonuniy ta'rifiga javob bermaydi'". Gamasutra. Olingan 11 dekabr, 2017.
  120. ^ Dunkli, Doniyor (2017 yil 27-avgust). "Geymerlarning qimor o'yinlariga qarshi kurash". Sunday Times. ISSN  0956-1382. Olingan 14 sentyabr, 2017.
  121. ^ "Qora juma narxlari, Katiolar, o'lja qutilari". Siz va sizniki. BBC radiosi 4. 2017 yil 17-noyabr. Olingan 22-noyabr, 2017.
  122. ^ Hood, Vik (2017 yil 24-noyabr). "Buyuk Britaniyaning Qimor komissiyasi o'yin ichidagi o'lja qutilarini qanday tartibga solishi mumkinligi va mumkin emasligi to'g'risida tortadi". Evrogamer. Olingan 24-noyabr, 2017.
  123. ^ Hood, Vik (2017 yil 14-dekabr). "Katta intervyu: o'lja qutilari bo'yicha Qimor komissiyasi". Evrogamer. Olingan 14 dekabr, 2017.
  124. ^ a b Hood, Vik (2017 yil 16-oktabr). "Onlayn murojaatnoma hukumatni talon-taroj qutilariga javoban majbur qiladi". Evrogamer. Olingan 16 oktyabr, 2017.
  125. ^ Hood, Vik (2017 yil 17-oktabr). "Hukumatning talon-taroj tashvishlariga munosabati taxminiy ravishda majburiy emas". Evrogamer. Olingan 17 oktyabr, 2017.
  126. ^ Hood, Vik (2017 yil 26-oktabr). "Hukumat oxir-oqibat video o'yinlar petitsiyasida qimor o'ynashga javob beradi". Evrogamer. Olingan 26 oktyabr, 2017.
  127. ^ a b "Qimor: Video o'yinlar: Yozma savol - 132285". Buyuk Britaniya parlamenti. 2018 yil 13 mart. Olingan 26 aprel, 2018.
  128. ^ "Ikki yil ichida qimor o'ynaydigan bolalar soni to'rt baravarga oshdi". BBC. 2018 yil 21-noyabr. Olingan 21-noyabr, 2018.
  129. ^ Yoshlar va qimor o'yinlari 2018 (PDF) (Hisobot). Qimor komissiyasi. 2018 yil 21-noyabr. Olingan 21-noyabr, 2018.
  130. ^ Teylor, Xaydn (22.11.2018). "Buyuk Britaniya Qimor komissiyasi: o'lja qutilari va qimor o'yinlari o'rtasida bog'liqlik yo'q". GamesIndustry.biz. Olingan 22-noyabr, 2018.
  131. ^ Bleyk, Vikki (2019 yil 22-yanvar). "Buyuk Britaniya parlamenti o'yinlarning" jamiyat uchun zararli yoki foydali ekanligi to'g'risida fikr yuritadi'". MCV / rivojlantirish. Olingan 19 iyun, 2019.
  132. ^ Batchelor, Jeyms (2019 yil 2-iyul). "Raqamli vazir Margot Jeyms o'lja qutilarini himoya qilmoqda". GamesIndustry.biz. Olingan 2 iyul, 2019.
  133. ^ Kleinman, Zoe (2019 yil 23-iyul). "Buyuk Britaniyada FIFA-ning paketlari va o'lja qutilari" qimor o'ynamaydi "". BBC. Olingan 23 iyul, 2019.
  134. ^ Braun, Freyzer (2019 yil 22-oktabr). "Bolalar komissari hisobotida o'lja qutilarini qimor o'yinlari turiga kiritish talab etiladi". Kompyuter o'yini. Olingan 22 oktyabr, 2019.
  135. ^ Yins-Pul, Uesli (2020 yil 18-yanvar). "NHS boshlig'ining aytishicha, o'lja qutilari" bolalarni qimor o'yinlariga "qaramlik uchun o'rnatmoqda". Evrogamer. Olingan 18 yanvar, 2020.
  136. ^ Devis, Rob (8 iyun, 2020). "Buyuk Britaniya bolalarni himoya qilish uchun talon-taroj qutilarini qimor o'ynashi mumkin. Guardian. Olingan 8 iyun, 2020.
  137. ^ Qimor sanoatining ijtimoiy va iqtisodiy ta'siri bo'yicha qo'mitani tanlang, Lordlar palatasi (2020 yil 2-iyul). Qimor zarari - harakat qilish vaqti - 2019-2021 yillar sessiyasi hisoboti (PDF) (Hisobot). Lordlar palatasi. 110-115 betlar. Olingan 2 iyul, 2020.
  138. ^ "Talon qutilari: Lordlar" zudlik bilan "qimor o'yinlarini tartibga solishga chaqirishmoqda". BBC. 2020 yil 2-iyul. Olingan 2 iyul, 2020.
  139. ^ "Onlayn qimor uchun qo'llanma (O'zgartirishlar) qoidalari 2016" (PDF). Man oroli Qimor nazorati komissiyasi. 2017 yil 17-fevral.
  140. ^ Hood, Vik (2017 yil 20-oktabr). "Buyuk Britaniya Uzoq Sharqdagi o'lja qutilaridagi jangdan nimani o'rganishi mumkin". Evrogamer. Olingan 26 oktyabr, 2017.
  141. ^ "Talon qutilariga o'qing: xazina yoki yukmi?" (PDF). Gollandiyalik O'yinlar bo'yicha ma'muriyat. 10-aprel, 2018 yil. Arxivlangan asl nusxasi (PDF) 2018 yil 20 aprelda. Olingan 19 aprel, 2018.
  142. ^ Teylor, Xaydn (19.04.2018). "Etakchi o'yinlardagi o'lja qutilari Gollandiyalik qimor qonunchiligini buzmoqda". GamesIndustry.biz. Olingan 19 aprel, 2018.
  143. ^ Yin-Puul, Uesli (20.06.2018). "Gollandiyalik talon-taroj tahdidi Valfni CS: GO va Dota 2 mahsulotlarini Gollandiyada sotishga majbur qiladi". Evrogamer. Olingan 20 iyun, 2018.
  144. ^ "Counter Strike: 2018.07.11 uchun global tajovuzkor bayonot". Vana. 2018 yil 11-iyul. Olingan 12 iyul, 2018.
  145. ^ a b Fillips, Tom (2018 yil 12-iyul). "CS: GO yangilanishi Gollandiya va Belgiya o'yinchilarini talon-taroj qutilarini ochishga to'sqinlik qilmoqda". Evrogamer. Olingan 12 iyul, 2018.
  146. ^ Robinson, Endi (29 oktyabr, 2020 yil). "Gollandiyalik hakam EA har hafta FIFA talon-torojlarini olib tashlamaguniga qadar 500 ming evro miqdorida jarimaga tortilishi kerak". Video o'yinlar tarixi. Olingan 29 oktyabr, 2020.
  147. ^ "Kansspelautoriteit: wees alert on the online spellen uchrashdi o'lja qutilari". Kansspelautoriteit (golland tilida). Arxivlandi asl nusxasi 2017 yil 16-noyabr kuni. Olingan 16-noyabr, 2017.
  148. ^ Vroegop, Bastiaan. "Nederlandse Kansspelautoriteit onterzoekt 'lootboxen' in games". NU.nl (golland tilida). Olingan 17-noyabr, 2017.
  149. ^ Teylor, Xaydn (2018 yil 20-aprel). "Niderlandiya Evropa Ittifoqi bo'ylab o'lja qonunchiligini talab qilmoqda". GamesIndustry.biz. Olingan 20 aprel, 2018.
  150. ^ a b McAloon, Alissa (2019 yil 16-aprel). "Rocket League Belgiya va Gollandiyada o'lja qutisidan foydalanishni to'xtatdi". Gamasutra. Olingan 16 aprel, 2019.
  151. ^ Yin-Puul, Uesli (25.04.2018). "Endi Belgiya o'lja qutilarini qimor o'yinlari va shuning uchun noqonuniy deb e'lon qiladi". Evrogamer. Olingan 25 aprel, 2018.
  152. ^ Tebeşir, Andy (2017 yil 21-noyabr). "Belgiya Adliya vaziri Evropada o'lja qutilarini taqiqlashga chaqirdi". Kompyuter o'yini. Olingan 21-noyabr, 2017.
  153. ^ Kerr, Kris (22.08.2018). "NBA 2K-da 2K talon qutilarini Belgiyaning yangi qimor qonunlariga rioya qilish uchun o'zgartiradi". Gamasutra. Olingan 22 avgust, 2018.
  154. ^ Xaru, Nikolay. "2K Games muxlislaridan o'lja qutilari to'g'risida Belgiya hukumatiga murojaat qilishni so'raydi". O'yin inqilobi. Olingan 5 sentyabr, 2018.
  155. ^ Beyli, Dastin (27.08.2018). "Blizzard Belgiyada Overwatch va HotS uchun o'lja qutilarini o'ldirdi". PCGamesN. Olingan 27 avgust, 2018.
  156. ^ Yin-Puul, Uesli (26.09.2018). "Guild Wars 2 Belgiyada toshlarni sotib olishni o'chirib qo'ydi". Evrogamer. Olingan 26 sentyabr, 2018.
  157. ^ McAloon, Alissa (2018 yil 8-noyabr). "Belgiyada talon-taroj qilinganligi sababli uchta Square Enix mobil o'yinlari bloklandi". Gamasutra. Olingan 8-noyabr, 2018.
  158. ^ McAloon, Alissa (2019 yil 12-fevral). "Konami Belgiyada PES 2019 uchun o'yin valyutasini sotishni yakunladi". Gamasutra. Olingan 12 fevral, 2019.
  159. ^ Ivan, Tom (2019 yil 21-may). "Nintendo Belgiyada tanlangan mobil o'yinlarni o'chirib qo'ydi". Video o'yinlar tarixi. Olingan 21 may, 2019.
  160. ^ Kerr, Kris (2018 yil 11-sentyabr). "Hisobot: EA Belgiya talon-toroj qonunlariga rioya qilmaslikdan keyin ta'qib qilishni xavf ostiga qo'yadi". Gamasutra. Olingan 11 sentyabr, 2018.
  161. ^ Beyli, Dastin (2018 yil 10-sentabr). "EA Belgiyada o'lja qutilarini sotishni to'xtatmaydi, shuning uchun nazorat organlari sudga murojaat qilishadi". PCGamesN. Olingan 10 sentyabr, 2018.
  162. ^ O'Konner, Elis (2019 yil 29 yanvar). "FIFA Ultimate Team Belgiyada o'lja qutilarini sotishni samarali to'xtatadi". Tosh qog'oz miltiq. Olingan 29 yanvar, 2019.
  163. ^ Dedmon, Tanner (2017 yil 20-noyabr). "Frantsuz senator o'lja qutilari, mikrotransaktsiyalar to'g'risida Qimor o'yinlari regulyatoriga yozadi". Comicbook.com. Olingan 20-noyabr, 2017.
  164. ^ Valentin, Rebeka (29.06.2018). "Frantsiya qimor regulyatori o'lja qutilarini tanqid qiladi, tartibga solishni to'xtatadi". GamesIndustry.biz. Olingan 29 iyun, 2018.
  165. ^ Stukenberg, Timo (2018 yil 3-fevral). "Lootboxen: Wie Computerspiele süchtig und schließlich arm machen". DIEL WELT (nemis tilida). Olingan 5 fevral, 2018.
  166. ^ Anastasopulos, Anxelos (2018 yil 5-fevral). "Germaniya hukumati o'lja qutilarini taqiqlashni ko'rib chiqmoqda". ESports Observer. Olingan 5 fevral, 2018.
  167. ^ McKenzie, Beyker (26.03.2018). "O'lja qutisini tartibga solish - Germaniya". Leksologiya]. Olingan 28 mart, 2018.
  168. ^ Sindler, Brendan (16 oktyabr, 2019 yil). "Germaniya regulyatori Coin Master o'yinini taqiqlash jarayonini boshladi". GamesIndustry.biz. Olingan 20 iyul, 2020.
  169. ^ Valentin, Rebeka (2020 yil 20-iyul). "Germaniya regulyatori Coin Star-ni ta'qiqlamaydi". GamesIndustry.biz. Olingan 20 iyul, 2020.
  170. ^ Hood, Vik (2018 yil 7-fevral). "Shvetsiya o'lja qutilari qimor o'ynash-qilmasligini tekshirmoqda". PCGamesN. Olingan 7 fevral, 2018.
  171. ^ Sindler, Brendan (2019 yil 14-may). "Shvetsiya o'lja qutilarini tekshirmoqda". GamesIndustry.biz. Olingan 14 may, 2019.
  172. ^ "Qutlug 'qutulish xavfi - mowi Ministerstwo Finansów - Interplay". interplay.pl. Olingan 10 may, 2019.
  173. ^ "Wietem polskiego prawa lootboksy ni xavfli tomonga etkazish | GRYOnline.pl". GRY-Online.pl (polyak tilida). Olingan 10 may, 2019.
  174. ^ "Dobra wiadomość dla branży gier. O'lja boksów nie można traktować jak xavf". biznes.gazetaprawna.pl. Olingan 10 may, 2019.
  175. ^ a b v Teylor, Xaydn (2020 yil 27-iyul). "Quturish qutilari qimor o'yinlari emas, balki iste'molchilar huquqlarini himoya qilish masalasi bo'lishi kerak". GamesIndustry.biz. Olingan 27 iyul, 2020.
  176. ^ Cerulli-Xarms, Annette; Myunsh, Marlen; Torun, nasroniy; Michaelsen, Firthjof; Hausemer, Per (iyul 2020). Onlayn o'yinlardagi o'lja qutilari va ularning iste'molchilarga, xususan yosh iste'molchilarga ta'siri (PDF) (Hisobot). Evropa parlamenti. Olingan 27 iyul, 2020.
  177. ^ Desire, Martinelli (2017 yil oktyabr). "Terining qimor o'yinlari: Biz ming yillik oltinni topdikmi yoki yaqinlashib kelayotgan muammomi?". O'yinlar to'g'risidagi qonunni ko'rib chiqish. 21 (8): 557–575. doi:10.1089 / glr2.2017.21814.
  178. ^ Brustein, Joshua; Novi-Uilyams, Eben (2016 yil 13-iyul). "O'yin ishlab chiqaruvchi klapan 7,4 milliard dollarlik qimor bozorini to'sib qo'yishga harakat qilmoqda". Bloomberg Business. Olingan 18 iyul, 2016.
  179. ^ Xoch, Ketrin (2017 yil 19-dekabr). "Qanday qilib o'lja qutilaridagi huquqiy kurash video o'yinlarni abadiy o'zgartiradi". The Verge. Olingan 19 dekabr, 2017.
  180. ^ Plunkett, Luqo (2017 yil 21-noyabr). "Gavayi o'lja qutilarining" yirtqich xatti-harakatlari "bilan kurashmoqchi". Kotaku. Olingan 21-noyabr, 2017.
  181. ^ a b Crecente, Brian (2017 yil 22-noyabr). "Shtat qonunchilari bolalarga" Battlefront II "ni sotishni taqiqlash uchun qonunni tortishadi". Gliksel. Arxivlandi asl nusxasi 2017 yil 22-noyabrda. Olingan 22-noyabr, 2017.
  182. ^ a b Crecente, Brian (2017 yil 27-noyabr). "Video o'yinlar sohasidagi davlat vakili: qonun chiqarishga majburlashimizdan oldin o'lja qutilarini tartibga soling". Gliksel. Arxivlandi asl nusxasi 2017 yil 28-noyabrda. Olingan 27-noyabr, 2017.
  183. ^ Chalk, Andy (2017 yil 5-dekabr). "Star Wars Battlefront 2" ni chaqirgan AQSh qonunchisi talon-tarojga qarshi qonunchilik rejalarini tuzdi ". VG247. Olingan 5 dekabr, 2017.
  184. ^ Xester, Bleyk (2018 yil 12-fevral). "Yangi qonun loyihalari Gavayidagi o'lja qutilari bilan o'yinlarni sotib olish va sotishni tartibga soladi". Gliksel. Arxivlandi asl nusxasi 2018 yil 12 fevralda. Olingan 12 fevral, 2018.
  185. ^ Brestovanskiy, Maykl (24.03.2018). "'Talon qutilarining hisob-kitoblari oldinga chiqmayapti ". Hawaii Tribune-Herald. Olingan 25 aprel, 2018.
  186. ^ "Vashington Senatining Bill 6266" (PDF). Vashington shtati senati. 2018 yil 11-yanvar. Olingan 28 yanvar, 2018.
  187. ^ "Vashington shtati senatorlari o'lja qutilarini tergov qilish to'g'risidagi qonunni taqdim etishdi". Esports kuzatuvchisi. 2018 yil 19-yanvar. Olingan 21 yanvar, 2018.
  188. ^ Beyli, Dastin (2018 yil 24-yanvar). "Endi Vashington shtati qonun chiqaruvchilari o'lja qutisini tartibga solishni ko'rib chiqmoqdalar". PCGamesN. Olingan 24 yanvar, 2018.
  189. ^ Shrayer, Jeyson. "AQSh senatori o'lja qutilarini taqiqlash va yutuqlari uchun mikrotransaksiyalarni taqiqlash to'g'risidagi qonun loyihasini taqdim etdi". Kotaku. Olingan 10 may, 2019.
  190. ^ Romm, Toni; Timberg, Kreyg (2019 yil 8-may). "" O'lja qutilari "video o'yini kelgusi federal qonun loyihasiga muvofiq ko'plab o'yinlarda noqonuniy hisoblanadi". Washington Post. Olingan 8 may, 2019.
  191. ^ Tolito, Stefan (2019 yil 23-may). "Senatga ilgari surilgan Senatdagi bolalarga qaratilgan o'yinlarda o'lja qutilarini taqiqlovchi qonun loyihasini o'qishingiz mumkin". Kotaku. Olingan 23 may, 2019.
  192. ^ Kent, Emma (17 sentyabr, 2018 yil). "15 evropalik qimor regulyatorlari talon-taroj qilish xavfini engish uchun birlashdilar". Evrogamer. Olingan 17 sentyabr, 2018.
  193. ^ Nunlili, Stefanni (14 aprel, 2020 yil). "PEGI reytingida, shuningdek, o'yinlarda o'lja qutilari mavjud bo'lsa, aytiladi". VG247. Olingan 14 aprel, 2020.
  194. ^ "Mobil o'yin: Gacha uchun vaqt bormi?". Ko'prik. 2016 yil 15 aprel. Olingan 4 dekabr, 2017.
  195. ^ "ラ ン ダ ム 型 ア イ ム 提供 方式 を 利用 た た ア イ テ 販 販 売 に お け 表示 お よ び 運 営 ガ ド ラ イ イ ン" [Tasodifiy buyumlarni taqdim etadigan biznes uchun tavsiyalar] (PDF) (yapon tilida). Yaponiya Onlayn O'yin Uyushmasi. 2016 yil 1-aprel. Olingan 28 dekabr, 2017.
  196. ^ Shrayer, Jeyson (2017 yil 11 oktyabr). "ESRB" o'lja qutilari "ni qimor o'ynashga o'xshamasligini aytmoqda". Kotaku. Olingan 11 oktyabr, 2017.
  197. ^ ESRB video o'yinlarini qanday baholaydi?. Noclip. 2019 yil 11-noyabr. Olingan 11-noyabr, 2019 - orqali YouTube.
  198. ^ Makuch, Eddi (2017 yil 29-noyabr). "GTA kompaniyasi talon-torojlarga oid bahslarga javob beradi, bu qimor emas". GameSpot. Olingan 30-noyabr, 2017.
  199. ^ Kerr, Kris (2018 yil 9-may). "EA" shaffof, qiziqarli va adolatli bo'lgan o'lja qutilaridan foydalanishda davom etadi'". Gamasutra. Olingan 9 may, 2018.
  200. ^ a b Crecente, Brian (14.02.2018). "AQSh senatori ESRB-ni o'lja qutilari nuqtai nazaridan baholash jarayonini ko'rib chiqishga chaqirmoqda". Gliksell. Arxivlandi asl nusxasi 2018 yil 15 fevralda. Olingan 14 fevral, 2018.
  201. ^ Shrayer, Jeyson (27.02.2018). "Bir necha oylik tortishuvlardan so'ng, ESRB o'yinlarga" o'yindagi xaridlar "yorlig'ini qo'shadi". Kotaku. Olingan 27 fevral, 2018.
  202. ^ Orland, Kayl (27.02.2018). "ESRB" o'yin-kulgilarni himoya qiladi, chunki u o'yin ichidagi barcha xaridlarni belgilay boshlaydi"". Ars Technica. Olingan 27 fevral, 2018.
  203. ^ Fogel, Stefani (27.02.2018). "AQSh senatori ESRB xatidan keyin o'lja qutilari haqida" hali ham tashvishlanmoqda ". Gliksel. Arxivlandi asl nusxasi 2018 yil 28 fevralda. Olingan 28 fevral, 2018.
  204. ^ Sindler, Brendan (2020 yil 13 aprel). "ESRB o'lja qutilari uchun yangi yorliq bilan tanishtiradi". GamesIndustry.biz. Olingan 13 aprel, 2020.
  205. ^ Valentin, Rebeka (27.11.2018). "Federal savdo komissiyasi video o'yinlarning talon-taroj qilingan qutilarini tekshiradi". GamesIndustry.biz. Olingan 27-noyabr, 2018.
  206. ^ Kelly, Makena (2019 yil 19-fevral). "Qanday qilib o'lja qutilari geymerlar va chap regulyatorlarni aylantiradi". The Verge. Olingan 20 fevral, 2019.
  207. ^ Kelly, Makena (2019 yil 22-fevral). "FTC bu yil talon-toroj muammolari bo'yicha ommaviy seminar o'tkazadi". The Verge. Olingan 22 fevral, 2019.
  208. ^ Chalk, Andy (2019 yil 5-aprel). "FTC avgust oyida bo'lib o'tadigan seminar davomida o'lja qutilarini ko'rib chiqadi". Kompyuter o'yini. Olingan 5-aprel, 2019.
  209. ^ Sindler, Brendan (2019 yil 7-avgust). "FTC o'lja qutisi ustaxonasida nimani eshitdi?". GamesIndustry.biz. Olingan 7 avgust, 2019.
  210. ^ Sindler, Brendan (7 avgust, 2019). "Nintendo, Sony, Microsoft o'lja qutilarini ochib berishni talab qiladi". GamesIndustry.biz. Olingan 7 avgust, 2019.
  211. ^ Xoll, Charli (2019 yil 7-avgust). "Microsoft, Nintendo va Sony o'lja qutilarini ochib berishni talab qiladi". Ko'pburchak. Olingan 7 avgust, 2019.
  212. ^ Uels, Mett (2019 yil 9-avgust). "Microsoft, Sony, Nintendo nashriyotlari pasayish stavkalarini oshkor qilmasa, konsollarda talon qutilarga yo'l qo'ymaydi". Evrogamer. Olingan 12 avgust, 2019.
  213. ^ Valentin, Rebeka (8 avgust, 2019). "Epic Games portfeldagi shaffoflikni talon-taroj qilishga majburdir". GamesIndustry.biz. Olingan 8 avgust, 2019.
  214. ^ Kuchera, Ben (2017 yil 21-dekabr). "Apple o'lja qutilari uchun yangi qoidalar qo'shmoqda, ehtimolliklar oshkor etilishini talab qiladi". Ko'pburchak. Olingan 26 dekabr, 2017.
  215. ^ Robertson, Adi (2019 yil 29-may). "Google Play Store o'z imkoniyatlarini oshkor qilish uchun o'lja qutilari bo'lgan o'yinlarni talab qila boshlaydi". The Verge. Olingan 29 may, 2019.
  216. ^ Santangelo, Nik (29.11.2018). "Xalqaro o'yin ishlab chiqaruvchilar assotsiatsiyasi o'lja qutilarining yangi standartlarini istaydi". IGN. Olingan 29-noyabr, 2018.
  217. ^ Gax, Etan (2019 yil 5-fevral). "OpenCritic saytini ko'rib chiqish, o'yinlarni o'lja qutilari bilan kuzatishni boshlashini aytmoqda". Kotaku. Olingan 5 fevral, 2019.
  218. ^ King, Daniel L.; Delfabbro, Pol H. (fevral, 2019). "Video o'yinlardan monetizatsiya (masalan," o'lja qutilari "): Ijtimoiy javobgarlik uchun amaliy chora-tadbirlar rejasi". Xalqaro ruhiy salomatlik va giyohvandlik jurnali. 17 (1): 166–179. doi:10.1007 / s11469-018-0009-3. ISSN  1557-1874. S2CID  53086632.
  219. ^ Xiao, Leon Y.; Xenderson, Laura L. (18-dekabr, 2019-yil). "Qutilarni talon-taroj qilish uchun axloqiy o'yin dizayni echimiga: Qirol va Delfabbroga sharh". Xalqaro ruhiy salomatlik va giyohvandlik jurnali. doi:10.1007 / s11469-019-00164-4. ISSN  1557-1874.
  220. ^ Plunkett, Lyuk (2020 yil 4-fevral). "Yangi sud da'volari EAning FIFA asosan qimor o'ynashidir". Kotaku. Olingan 4-fevral, 2020.
  221. ^ Teylor, Xaydn (2020 yil 18-iyun). "Apple kompaniyasiga qarshi talon-taroj qutilari ustidan sud jarayoni". GamesIndustry.biz. Olingan 18 iyun, 2020.
  222. ^ Robinson, Endi (14-avgust, 2020). "EA" Ultimate Team "ning talon-taroj qutilari ustidan sudga qarshi da'vo bilan duch keladi'". Video o'yinlar tarixi. Olingan 14 avgust, 2020.
  223. ^ Valentin, Rebeka (2020 yil 11-noyabr). "EA yana bir talon-taroj qutilariga bog'liq bo'lgan sud-da'vo sudiga duch keldi". GamesIndustry.biz. Olingan 11-noyabr, 2020.
  224. ^ Messner, Stiven (2017 yil 30 oktyabr). "Dauntless o'lja qutilaridan qutulmoqda". Kompyuter o'yini. Olingan 30 oktyabr, 2017.
  225. ^ Cleaver, Sean (2017 yil 21-noyabr). "Playsaurus, giyohvandlikdan kelib chiqadigan axloqiy xavotir tufayli Clicker Heroes 2 mikrotransaktsiyalarini tashlaydi". MCV / rivojlantirish. Olingan 17 may, 2019.
  226. ^ "Fortnite o'lja qutisi" lamalari "ko'zdan kechiradi"'". BBC. 2019 yil 28 yanvar. Olingan 1 fevral, 2019.
  227. ^ Morton, Loren (4-dekabr, 2019-yil). "Rocket League o'lja qutilarini ochib, buyumlar do'koni bilan tanishtiradi". Tosh qog'oz miltiq. Olingan 5 dekabr, 2019.