The Netherlands Gaming Authority studied loot boxes in video games and found:
1) Four out of ten loot boxes studied broke the law by having prizes with monetary value that could be traded.
2) Loot boxes showed a moderate to high potential for addiction, similar to gambling.
3) While no major problems with addiction to loot boxes were found yet, vulnerable groups like youth could be encouraged to gamble. The study concluded loot boxes should be more carefully regulated to prevent gambling harm.
O Cubismo surgiu em 1907 com a ideia de geometrização das formas e representação de visões simultâneas. Pablo Picasso e Georges Braque foram os principais artistas. O movimento evoluiu para o Cubismo analítico e depois sintético. O Abstracionismo e o Futurismo também surgiram neste período, abandonando a representação realista e valorizando a abstração e o dinamismo inspirado pela modernidade.
D. Pedro V foi um jovem monarca português que reinou de 1853 a 1861, aplicando-se com determinação ao governo do país. Embora com apenas 16 anos quando subiu ao trono, foi observado como um rei exemplar e amado pelo povo. Morreu prematuramente aos 24 anos, possivelmente de febre tifóide.
O documento discute a evolução das ferrovias na Europa desde o século 18, o surgimento da cultura das estações ferroviárias durante a Revolução Industrial, e os movimentos artísticos como Romantismo, Realismo e Impressionismo no século 19.
O documento resume a história e características do graffiti, desde suas origens em Nova York na década de 1970 até sua aceitação como forma de arte. Apresenta alguns dos principais artistas do graffiti como Basquiat, Andy Warhol e Banksy. Também menciona a ligação do graffiti com o hip hop e apresenta alguns grafiteiros brasileiros como OsGêmeos, Nina Pandolfo e Mateu Velasco.
O documento discute o movimento artístico surrealista no século 20, incluindo suas origens na França e influências do psicanalista Sigmund Freud. Apresenta obras de importantes artistas surrealistas como Salvador Dalí, René Magritte e o teórico André Breton.
Este documento descreve os principais movimentos artísticos e acontecimentos culturais e históricos entre 1905-1960 na Europa. Aborda o Fauvismo, Expressionismo, Dadaísmo, Surrealismo e como estes movimentos refletiram as rupturas, autoritarismos e nacionalismos da época através de novas linguagens artísticas. Também discute como a arte moderna foi influenciada por Freud e a psicanálise.
O documento descreve as vanguardas artísticas que surgiram na Europa no início do século XX como resposta aos turbulentos acontecimentos políticos e científicos da época. Os principais movimentos foram o Cubismo, Futurismo, Expressionismo, Dadaísmo e Surrealismo, cada um com propostas de romper com a arte do passado. As obras provocavam o público e buscavam novas formas de representar a realidade.
O documento lista 11 tipos de artes, incluindo música, dança, pintura, escultura, teatro, literatura, cinema, fotografia, histórias em quadrinhos, jogos de computador e vídeo, e arte digital. Ele também discute brevemente o que é arte e fornece detalhes adicionais sobre cada tipo de arte listado.
O Cubismo surgiu em 1907 com a ideia de geometrização das formas e representação de visões simultâneas. Pablo Picasso e Georges Braque foram os principais artistas. O movimento evoluiu para o Cubismo analítico e depois sintético. O Abstracionismo e o Futurismo também surgiram neste período, abandonando a representação realista e valorizando a abstração e o dinamismo inspirado pela modernidade.
D. Pedro V foi um jovem monarca português que reinou de 1853 a 1861, aplicando-se com determinação ao governo do país. Embora com apenas 16 anos quando subiu ao trono, foi observado como um rei exemplar e amado pelo povo. Morreu prematuramente aos 24 anos, possivelmente de febre tifóide.
O documento discute a evolução das ferrovias na Europa desde o século 18, o surgimento da cultura das estações ferroviárias durante a Revolução Industrial, e os movimentos artísticos como Romantismo, Realismo e Impressionismo no século 19.
O documento resume a história e características do graffiti, desde suas origens em Nova York na década de 1970 até sua aceitação como forma de arte. Apresenta alguns dos principais artistas do graffiti como Basquiat, Andy Warhol e Banksy. Também menciona a ligação do graffiti com o hip hop e apresenta alguns grafiteiros brasileiros como OsGêmeos, Nina Pandolfo e Mateu Velasco.
O documento discute o movimento artístico surrealista no século 20, incluindo suas origens na França e influências do psicanalista Sigmund Freud. Apresenta obras de importantes artistas surrealistas como Salvador Dalí, René Magritte e o teórico André Breton.
Este documento descreve os principais movimentos artísticos e acontecimentos culturais e históricos entre 1905-1960 na Europa. Aborda o Fauvismo, Expressionismo, Dadaísmo, Surrealismo e como estes movimentos refletiram as rupturas, autoritarismos e nacionalismos da época através de novas linguagens artísticas. Também discute como a arte moderna foi influenciada por Freud e a psicanálise.
O documento descreve as vanguardas artísticas que surgiram na Europa no início do século XX como resposta aos turbulentos acontecimentos políticos e científicos da época. Os principais movimentos foram o Cubismo, Futurismo, Expressionismo, Dadaísmo e Surrealismo, cada um com propostas de romper com a arte do passado. As obras provocavam o público e buscavam novas formas de representar a realidade.
O documento lista 11 tipos de artes, incluindo música, dança, pintura, escultura, teatro, literatura, cinema, fotografia, histórias em quadrinhos, jogos de computador e vídeo, e arte digital. Ele também discute brevemente o que é arte e fornece detalhes adicionais sobre cada tipo de arte listado.
1) O documento discute a psicologia aplicada em Portugal, abordando suas principais áreas como educação, trabalho, saúde mental, crime e desporto.
2) As principais áreas da psicologia aplicada são: psicologia educacional, do trabalho, clínica, criminal e desportiva.
3) A psicologia aplicada utiliza conhecimentos científicos sobre comportamento e processos mentais para resolver problemas práticos em diversos campos.
O documento descreve as origens do estilo Rococó. Surge na França no início do século XVIII e se espalha pela Europa. Está associado ao espírito do Iluminismo e ao gosto da aristocracia. Desenvolve-se inicialmente como nova ornamentação para o interior de casas e valoriza artes menores como mobiliário e ourivesaria. Posteriormente é aplicado também à arquitetura, escultura e pintura.
Rafael Bordalo Pinheiro foi um artista português do século XIX conhecido por suas ilustrações, caricaturas políticas e sociais. Começou sua carreira fazendo aguarelas de costumes populares e recebeu prêmios em Madrid. Criou a figura icônica do Zé Povinho em 1875 e ilustrou diversas publicações. Experimentou também a cerâmica.
O documento fornece um resumo sobre o cinema português, desde seus primórdios no início do século XX até os anos 2010. Aborda os principais marcos e diretores do período, como Manoel de Oliveira, João César Monteiro e Miguel Gomes. Também destaca alguns filmes portugueses de sucesso na década de 2000, como "O Crime do Padre Amaro" e "Tabu".
O documento resume os principais aspectos do período artístico e literário conhecido como Romantismo. O movimento surgiu na Europa no final do século XVIII e se espalhou pelo mundo até o final do século XIX, valorizando as emoções, a liberdade criativa e temas como o amor platônico e o nacionalismo. O Romantismo influenciou as artes plásticas, literatura, música e teatro tanto na Europa como no Brasil, onde surgiu na década de 1830 e retratou temas nacionais.
O Tropicalismo foi um movimento artístico brasileiro da década de 1960 que buscou reinventar as artes incorporando influências estrangeiras e elementos populares. Liderado por músicos como Caetano Veloso e Gilberto Gil, mesclava estilos como rock, bossa nova e ritmos regionais, criticando a ditadura por meio de letras poéticas. Apesar de ter durado pouco devido à censura, o movimento modernizou a música brasileira e influenciou gerações futuras.
6 - História da Arte IV: Abstração pós-pictóricaPaula Poiet
O documento descreve a abstração pós-pictórica, um movimento artístico que surgiu após a Segunda Guerra Mundial. O texto foca no trabalho do artista Josef Albers, considerado um dos fundadores desse estilo, conhecido por explorar os efeitos ópticos das cores. Além disso, menciona Max Bill e Richard Lohse como outros expoentes da chamada arte concreta, influenciada pela Bauhaus. Por fim, aborda o neo-dadaísmo e a pop art como reações à abstração pós
O documento fornece um contexto histórico do período entre 1712-1814 na Europa, conhecido como Era do Salão. Aborda o surgimento dos salões como espaços de sociabilidade na nobreza após a morte de Luís XIV, e como veículo de difusão das ideias iluministas de liberdade, razão e progresso. Também discute brevemente o estilo artístico Rococó e os princípios da Revolução Francesa e Declaração dos Direitos do Homem.
O documento descreve a origem e características do movimento artístico Impressionismo, que surgiu em Paris na década de 1860 quando um grupo de jovens pintores rejeitaram os cânones académicos e privilegiaram temas do quotidiano, a pintura ao ar livre e a observação direta da natureza, influenciando profundamente a arte do século XX.
O documento discute o movimento romântico na arte e sua relação com a ideologia liberal. O romantismo surgiu no século XVIII como reação contra a razão e o classicismo, valorizando a emoção, o indivíduo e a liberdade de expressão. Promoveu também os ideais liberais de liberdade e igualdade, apoiando movimentos nacionais e de libertação dos povos.
A Commedia dell'Arte surgiu no século XVI na Itália e se tornou a forma teatral mais importante da Europa no século XVII. Os atores viajavam e se apresentavam em feiras e festas populares usando máscaras fixas para representar personagens como Arlequim e Pantaleão. A influência da Commedia dell'Arte pode ser vista no trabalho de dramaturgos como Molière e Goldoni.
O documento resume os movimentos artísticos da Op Art e Pop Art, incluindo seus principais artistas e características. A Op Art enfatiza efeitos ópticos e ilusões de movimento através de padrões geométricos, enquanto a Pop Art incorpora imagens da cultura popular e da mídia em suas obras. Victor Vasarely e Bridget Riley são destacados como pioneiros da Op Art, enquanto Andy Warhol, Roy Lichtenstein e Jasper Johns são exemplos importantes da Pop Art.
O documento descreve o surgimento e características do Naturalismo e do Realismo na arte, no século XIX. O Naturalismo focou-se na representação objetiva da natureza e da realidade, enquanto o Realismo se concentrou na denúncia social através de temas do quotidiano, de forma realista. Artistas como Corot, Boudin e Whistler foram expoentes do Naturalismo, enquanto Courbet, Daumier e Millet foram importantes pintores realistas.
O documento descreve a arte Rococó, incluindo suas características, origem, contexto histórico e social, e sua expressão nas artes decorativas, arquitetura, escultura e pintura, com exemplos de obras em diversos países europeus como França, Itália, Alemanha, Áustria e Inglaterra.
Cultura da Gare - caso prático 2 Italian Family in Ferryboat Leaving Ellis Is...Hca Faro
Lewis Hine foi um fotógrafo norte-americano pioneiro na fotografia documental no século XX. Ao longo de sua carreira, Hine utilizou a fotografia para denunciar injustiças sociais como o trabalho infantil e más condições de trabalho. Suas fotos influenciaram a legislação trabalhista nos EUA.
O documento discute o happening como uma forma de arte visual que incorpora elementos de espontaneidade e improvisação em apresentações não repetitivas, envolvendo a participação direta ou indireta do público espectador. Foi criado pelo artista Allan Kaprow em 1959 para acontecer em locais não convencionais.
Picasso foi influenciado pelo pós-impressionismo, fauvismo e obra de Cézanne. Seu quadro Les Demoiselles d'Avignon de 1907 revolucionou a arte ao empregar formas geométricas e ângulos incomuns, dando início ao cubismo. O cubismo analítico fragmentou formas e o sintético incorporou colagens.
O documento discute a imaginação, definindo-a como uma característica cerebral que resulta em novas combinações de padrões cerebrais consciente e subconscientemente. A imaginação é importante para conceber possibilidades futuras e compreender o passado, e é uma condição necessária para a criatividade ao conceber novas ideias. No entanto, a imaginação sozinha não resolve problemas, requerendo conhecimento para produzir criatividade.
Unidade A3 - Breve história do cinema BRASILEIRO.pdfThiago Assumpção
Aula: Breve História do Cinema Brasileiro
Disciplina: Linguagem Audiovisual
Prof. Me. Thiago Assumpção
Publicidade e Propaganda
Universidade Federal do Oeste da Bahia (UFOB)
2022.2
The Netherlands_Bill_Betting and Gaming Act_Explanatory memorandum_English tr...Market Engel SAS
See bill on http://www.internetconsultatie.nl/kansspelen_op_afstand
This bill amends the Betting and Gaming Act.It is the second phase in the modernisation process of the games of chance policy, which aims to prevent gambling addiction, protect the consumer and discourage illegality and crime.
Remote games of chance are games of chance in which the player takes part with electronic means of communication and without physical contact with (the personnel of the) the organiser of the games of chance or a third party which provides a room and resources for the participation in the games of chance.
Because of the lack of direct contact between the player and the games of chance provider, these games involve different and bigger risks of fraud and gambling addiction than the traditional physical (“land based”) games of chance.
Proper and strict regulation of remote games of chance involves among other things that additional measures are set to prevent gambling addiction, including a central register for the exclusion of games of chance3, as well as additional supervision and enforcement powers for the Games of Chance Authority and amendment of the games of chance legislation.
Loot boxes in video games provide random rewards that can be purchased with real money. While they may include cosmetic or non-essential items, there is concern they can also influence gameplay and could constitute gambling. Younger players may spend excessive amounts from their parents' accounts. Additionally, loot boxes that provide competitive advantages could affect the gaming community. The document discusses whether loot boxes should be considered gambling and their overall impact on fair gameplay. It provides sources for further research on this issue.
1) O documento discute a psicologia aplicada em Portugal, abordando suas principais áreas como educação, trabalho, saúde mental, crime e desporto.
2) As principais áreas da psicologia aplicada são: psicologia educacional, do trabalho, clínica, criminal e desportiva.
3) A psicologia aplicada utiliza conhecimentos científicos sobre comportamento e processos mentais para resolver problemas práticos em diversos campos.
O documento descreve as origens do estilo Rococó. Surge na França no início do século XVIII e se espalha pela Europa. Está associado ao espírito do Iluminismo e ao gosto da aristocracia. Desenvolve-se inicialmente como nova ornamentação para o interior de casas e valoriza artes menores como mobiliário e ourivesaria. Posteriormente é aplicado também à arquitetura, escultura e pintura.
Rafael Bordalo Pinheiro foi um artista português do século XIX conhecido por suas ilustrações, caricaturas políticas e sociais. Começou sua carreira fazendo aguarelas de costumes populares e recebeu prêmios em Madrid. Criou a figura icônica do Zé Povinho em 1875 e ilustrou diversas publicações. Experimentou também a cerâmica.
O documento fornece um resumo sobre o cinema português, desde seus primórdios no início do século XX até os anos 2010. Aborda os principais marcos e diretores do período, como Manoel de Oliveira, João César Monteiro e Miguel Gomes. Também destaca alguns filmes portugueses de sucesso na década de 2000, como "O Crime do Padre Amaro" e "Tabu".
O documento resume os principais aspectos do período artístico e literário conhecido como Romantismo. O movimento surgiu na Europa no final do século XVIII e se espalhou pelo mundo até o final do século XIX, valorizando as emoções, a liberdade criativa e temas como o amor platônico e o nacionalismo. O Romantismo influenciou as artes plásticas, literatura, música e teatro tanto na Europa como no Brasil, onde surgiu na década de 1830 e retratou temas nacionais.
O Tropicalismo foi um movimento artístico brasileiro da década de 1960 que buscou reinventar as artes incorporando influências estrangeiras e elementos populares. Liderado por músicos como Caetano Veloso e Gilberto Gil, mesclava estilos como rock, bossa nova e ritmos regionais, criticando a ditadura por meio de letras poéticas. Apesar de ter durado pouco devido à censura, o movimento modernizou a música brasileira e influenciou gerações futuras.
6 - História da Arte IV: Abstração pós-pictóricaPaula Poiet
O documento descreve a abstração pós-pictórica, um movimento artístico que surgiu após a Segunda Guerra Mundial. O texto foca no trabalho do artista Josef Albers, considerado um dos fundadores desse estilo, conhecido por explorar os efeitos ópticos das cores. Além disso, menciona Max Bill e Richard Lohse como outros expoentes da chamada arte concreta, influenciada pela Bauhaus. Por fim, aborda o neo-dadaísmo e a pop art como reações à abstração pós
O documento fornece um contexto histórico do período entre 1712-1814 na Europa, conhecido como Era do Salão. Aborda o surgimento dos salões como espaços de sociabilidade na nobreza após a morte de Luís XIV, e como veículo de difusão das ideias iluministas de liberdade, razão e progresso. Também discute brevemente o estilo artístico Rococó e os princípios da Revolução Francesa e Declaração dos Direitos do Homem.
O documento descreve a origem e características do movimento artístico Impressionismo, que surgiu em Paris na década de 1860 quando um grupo de jovens pintores rejeitaram os cânones académicos e privilegiaram temas do quotidiano, a pintura ao ar livre e a observação direta da natureza, influenciando profundamente a arte do século XX.
O documento discute o movimento romântico na arte e sua relação com a ideologia liberal. O romantismo surgiu no século XVIII como reação contra a razão e o classicismo, valorizando a emoção, o indivíduo e a liberdade de expressão. Promoveu também os ideais liberais de liberdade e igualdade, apoiando movimentos nacionais e de libertação dos povos.
A Commedia dell'Arte surgiu no século XVI na Itália e se tornou a forma teatral mais importante da Europa no século XVII. Os atores viajavam e se apresentavam em feiras e festas populares usando máscaras fixas para representar personagens como Arlequim e Pantaleão. A influência da Commedia dell'Arte pode ser vista no trabalho de dramaturgos como Molière e Goldoni.
O documento resume os movimentos artísticos da Op Art e Pop Art, incluindo seus principais artistas e características. A Op Art enfatiza efeitos ópticos e ilusões de movimento através de padrões geométricos, enquanto a Pop Art incorpora imagens da cultura popular e da mídia em suas obras. Victor Vasarely e Bridget Riley são destacados como pioneiros da Op Art, enquanto Andy Warhol, Roy Lichtenstein e Jasper Johns são exemplos importantes da Pop Art.
O documento descreve o surgimento e características do Naturalismo e do Realismo na arte, no século XIX. O Naturalismo focou-se na representação objetiva da natureza e da realidade, enquanto o Realismo se concentrou na denúncia social através de temas do quotidiano, de forma realista. Artistas como Corot, Boudin e Whistler foram expoentes do Naturalismo, enquanto Courbet, Daumier e Millet foram importantes pintores realistas.
O documento descreve a arte Rococó, incluindo suas características, origem, contexto histórico e social, e sua expressão nas artes decorativas, arquitetura, escultura e pintura, com exemplos de obras em diversos países europeus como França, Itália, Alemanha, Áustria e Inglaterra.
Cultura da Gare - caso prático 2 Italian Family in Ferryboat Leaving Ellis Is...Hca Faro
Lewis Hine foi um fotógrafo norte-americano pioneiro na fotografia documental no século XX. Ao longo de sua carreira, Hine utilizou a fotografia para denunciar injustiças sociais como o trabalho infantil e más condições de trabalho. Suas fotos influenciaram a legislação trabalhista nos EUA.
O documento discute o happening como uma forma de arte visual que incorpora elementos de espontaneidade e improvisação em apresentações não repetitivas, envolvendo a participação direta ou indireta do público espectador. Foi criado pelo artista Allan Kaprow em 1959 para acontecer em locais não convencionais.
Picasso foi influenciado pelo pós-impressionismo, fauvismo e obra de Cézanne. Seu quadro Les Demoiselles d'Avignon de 1907 revolucionou a arte ao empregar formas geométricas e ângulos incomuns, dando início ao cubismo. O cubismo analítico fragmentou formas e o sintético incorporou colagens.
O documento discute a imaginação, definindo-a como uma característica cerebral que resulta em novas combinações de padrões cerebrais consciente e subconscientemente. A imaginação é importante para conceber possibilidades futuras e compreender o passado, e é uma condição necessária para a criatividade ao conceber novas ideias. No entanto, a imaginação sozinha não resolve problemas, requerendo conhecimento para produzir criatividade.
Unidade A3 - Breve história do cinema BRASILEIRO.pdfThiago Assumpção
Aula: Breve História do Cinema Brasileiro
Disciplina: Linguagem Audiovisual
Prof. Me. Thiago Assumpção
Publicidade e Propaganda
Universidade Federal do Oeste da Bahia (UFOB)
2022.2
The Netherlands_Bill_Betting and Gaming Act_Explanatory memorandum_English tr...Market Engel SAS
See bill on http://www.internetconsultatie.nl/kansspelen_op_afstand
This bill amends the Betting and Gaming Act.It is the second phase in the modernisation process of the games of chance policy, which aims to prevent gambling addiction, protect the consumer and discourage illegality and crime.
Remote games of chance are games of chance in which the player takes part with electronic means of communication and without physical contact with (the personnel of the) the organiser of the games of chance or a third party which provides a room and resources for the participation in the games of chance.
Because of the lack of direct contact between the player and the games of chance provider, these games involve different and bigger risks of fraud and gambling addiction than the traditional physical (“land based”) games of chance.
Proper and strict regulation of remote games of chance involves among other things that additional measures are set to prevent gambling addiction, including a central register for the exclusion of games of chance3, as well as additional supervision and enforcement powers for the Games of Chance Authority and amendment of the games of chance legislation.
Loot boxes in video games provide random rewards that can be purchased with real money. While they may include cosmetic or non-essential items, there is concern they can also influence gameplay and could constitute gambling. Younger players may spend excessive amounts from their parents' accounts. Additionally, loot boxes that provide competitive advantages could affect the gaming community. The document discusses whether loot boxes should be considered gambling and their overall impact on fair gameplay. It provides sources for further research on this issue.
The document discusses using music therapy to help children with attention deficit hyperactivity disorder (ADHD). It explains that music activates the brain extensively, helping children focus. Music therapy has been found to boost attention and reduce hyperactivity in children with ADHD, while also strengthening social skills. The document notes that ADHD is associated with low dopamine levels in the brain. It suggests that music, as a social activity, may help increase dopamine levels and thus alleviate some ADHD symptoms.
This document provides an executive summary of a research paper analyzing whether the collectible card game Magic: The Gathering can be considered an alternative investment like baseball cards. The summary discusses Magic's 20+ year history, robust secondary market with over $3.5 million in single cards traded monthly on eBay, and the game's collectible nature which fuels continuous hunting for rare cards. Case studies were conducted through surveys with Magic collectors to analyze the game's investment potential. The research aims to answer if Magic shares characteristics with established collectible investments and if traders and non-traders could profit from investing in Magic cards.
Gambling Motivated Fraud in Australia 2011 to 2016Brett Warfield
This document provides a summary of a 2016 study into 265 criminal cases of fraud motivated by problem gambling in Australia between 2011 and 2016. Some key findings include: the total amount stolen was $104 million; employees were responsible for 56% of fraud cases and 68% of losses; poker machines were the most common gambling method; Victoria had the highest number of fraud cases and largest losses; government and financial services sectors were most impacted; and depression was commonly reported among perpetrators.
This document provides an overview of the literature on the relationship between legal gambling and crime in the UK. It discusses how some studies have found a link between problem gambling and criminal behavior, with problem gamblers sometimes committing crimes to fund their gambling habits. However, the research overall has produced mixed results, with about half of studies finding a link between gambling and crime and half finding no effect. Limitations in the data available make it difficult to draw definitive conclusions. The document aims to further examine the relationship and potential mechanisms through which legal gambling may influence crime rates.
26 exploring the limits of responsible gambling harm minimisation or consumer...Akhilesh Anjan
This document discusses different approaches to defining and identifying problem gambling. It aims to address whether problem gamblers can be identified from their behavior on the gaming room floor.
It reviews the mental disorder model defined by DSM-IV criteria, the definition of problem gambling as harmful impacts, and recent psychological research on subjective control over gambling. However, it finds that none of these approaches allow for sure identification of problem gamblers from observed behaviors alone, as definitions focus on internal experiences rather than observable cues. At best, approaches may provide probability estimates but not confirmation of problem gambling status. It concludes that current research does not support excluding people based on behavior observations but has implications for consumer protection.
The document discusses European gambling regulation from the perspective of private gambling operators. It makes three key points:
1) National monopolies and barriers exist across Europe that restrict private operators from offering gambling services across borders, despite rulings from the European Court of Justice saying gambling should be allowed under freedom to provide services.
2) Private operators face legal challenges in many countries trying to protect domestic monopolies. The European Commission has started infringement procedures against some countries for limiting competition.
3) The European Court of Justice has not established secondary legislation for gambling, but through case law has said member states can regulate gambling as long as measures are proportionate and non-discriminatory. However, monopolies still largely restrict the cross
Lottery is a form of gambling that involves randomly selecting numbers or objects to award prizes. It provides significant revenue and taxes for many countries, which is why most countries allow and regulate lotteries. There are various types of lottery games played around the world, with the most common being lotto games where players pick 6 numbers for a chance to win prizes. Players must follow rules like being of legal age to purchase tickets, using legally authorized tickets, and claiming prizes within the validity period. While lottery involves an element of chance, it has changed many people's lives by enabling them to win large sums of money.
51 Best Writing Argument Images On Pinterest ArguHeidi Perry
The artifact is an 1800s locomotive headlamp. It had an important purpose of allowing the train driver to see obstacles ahead and alert others that a train was coming. Early models were large boxes or had oil lamps, but the popular design was a smaller, round shape with a stamped metal exterior and glass front. Electric headlamps later replaced oil lamps, though supplying power to moving trains posed challenges. The artifact provides insight into an important industry during and after the US Civil War of transporting supplies and people via train.
StockTakers continued charity of proprietary data for the small investor. We make risk aversion work for exceptional gain, capital safety and liquidity, because we can.
Probability refers to the likelihood of an event occurring and is expressed as a number between 0 and 1. It has many practical applications in fields like statistics, finance, and machine learning. Probability helps analyze data and make better decisions under uncertainty. Some key applications of probability include sports betting, weather forecasting, and games like roulette.
Our Risk Price model portfolios benefitting the small investor are ongoing proof, because, we can.
Our new economics Theory of the Firm has realtime consequences for investing.
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Summary
The Netherlands Gaming Authority has completed its study of loot boxes, also
known as ‘crates’, ‘cases’ or ‘packs’. Loot boxes are a type of treasure chest that are
built into a growing number of games. Loot boxes in games create a mixing of
games of chance and games of skill. Although the outcome of games is determined
by skill, the outcome of loot boxes is determined by chance. Players usually has to
pay for a loot box. The prize that they can win with loot boxes may also have a
monetary value. This fact gave rise to the question of whether loot boxes are
permitted on the grounds of the Betting and Gaming Act (Wet op de kansspelen).
The Netherlands Gaming Authority was also interested in whether addiction risks are
associated with opening loot boxes.
Reason for the study
The Netherlands Gaming Authority studied loot boxes after concerns were raised by
gamers, parents and addiction care.
Findings of the study
The study revealed that four of the ten loot boxes that were studied contravene the
law. The reason is that the content of these loot boxes is determined by chance and
that the prizes to be won can be traded outside of the game: the prizes have a
market value. Offering these types of games of chance to Dutch consumers without
a licence is prohibited.
The analyses that are currently available indicate that all of the loot boxes that were
studied could be addictive. Loot boxes are similar to gambling games such as slot
machines and roulette in terms of design and mechanisms. There are, however, no
indications of loot boxes being opened on a large scale by problem players and/or
addicted players. Socially vulnerable groups, such as young people, are being
encouraged to play games of chance.
Study design
This study of loot boxes comprised various components. The legal permissibility of
loot boxes has been studied by consulting the Guide on Assessing Games of Chance
(Leidraad beoordeling kansspelen). To do so, the functioning of the loot boxes was
analysed, including by opening loot boxes ourselves. While addiction risk was
researched by studying the literature, information was obtained from addiction care
and other experts. The loot boxes in the games were also evaluated using the
evaluation instrument that was previously used to analyse the Dutch gambling
market, but a degree of caution is needed with these results.
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1. Introduction
The Netherlands Gaming Authority has completed its study into loot boxes, also
known as ‘crates’, ‘cases’ or ‘packs’. The reason for this study was the lack of clarity
on the question of whether loot boxes should be prohibited in the Netherlands and
any risk of addiction that could be associated with those loot boxes. Answering this
question has become more urgent now that more and more games of skill also
include loot boxes. The scope of this study is limited to clarifying these ambiguities.
The Netherlands Gaming Authority studied ten games. These ten games were
selected based on popularity on a leading platform that streams videos of games
and players.
To obtain information, the Netherlands Gaming Authority asked addiction care to
gather information on whether anyone had ever been treated for addiction to
opening loot boxes.
The Netherlands Gaming Authority's Guide on Assessing Games Of Chance1
was
followed to gain an understanding of possible problems and to find answers to the
ambiguities. This framework serves to answer the question of whether certain new
games on offer fall under the supervision of the Netherlands Gaming Authority. To
this end, existing insights from law, economics and mathematics were brought
together in a practical way. The Betting and Gaming Act (Wet op de kansspelen) is
the starting point for this.
To reach a conclusion (Chapter 2), we have outlined whether there is sufficient
reason to make an assessment. This assessment is made by examining any
potential damage the game causes to the public goals of the Netherlands Gaming
Authority (Chapter 3). Finally, we assessed whether it involved a game of chance
within the meaning of the Betting and Gaming Act (Chapter 4).
2. Conclusion
Loot boxes could possibly have a negative effect on the objective of preventing
addiction as much as possible. The integration of loot boxes into games of skill,
without the corresponding suitable measures and provisions, may be inconsistent
1
Netherlands Gaming Authority. (2018, 30 March). Leidraad beoordeling kansspel vastgesteld [Guide on
Assessing Games of Chance Adopted]. Consulted at https://www.kansspelautoriteit.nl/nieuws/alle-
nieuwsberichten/2018/maart/toetsingskader-kanss/
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with Dutch gaming policy to limit the negative effects of games of chance as much
as possible.
The study revealed that four of the ten loot boxes that were studied contravene the
law. These are the loot boxes in games where the in-game goods from the loot
boxes are transferable. When opening loot boxes, the consumer cannot influence
the outcome. Those games that feature a combination of in-game goods that can be
traded and the obtaining of these goods through loot boxes fall under Article 1 of
the Betting and Gaming Act. As a licence cannot be issued for this offering under the
applicable legislation, these loot boxes are prohibited in the Netherlands. Six of the
ten games with loot boxes that were studied do not contravene the law, as there is
no question of in-game goods with a market value in these games. These games do
not satisfy the definition of a prize in Article 1 of the Betting and Gaming Act.
An evaluation tool, which has been used in the past to analyse the Dutch gaming
market, was used to perform a structured and quantifiable risk assessment of loot
boxes. According to this tool, on average, loot boxes have a moderate to high
addiction risk potential (hereinafter referred to as risk potential). The risk potential
very much depends on how the loot box is offered. The loot boxes with a higher
score have integral elements that are similar to slot machines. With these loot
boxes, there is very often a (higher) jackpot where the virtual goods are
transferable, players can keep opening unlimited loot boxes, multiple visual and
sound effects are added and a ‘near miss’ effect is used. According to this tool, the
loot boxes with a higher score are comparable with blackjack or roulette in terms of
addiction potential. According to this tool, the loot boxes with a lower score are
comparable with small-scale bingo in terms of addiction potential. This tool is
intended for games of chance that involve scriptural or cash money. Some care is
therefore required in interpreting the results from this tool.
There are no indications of loot boxes being opened on a large scale by problem
players and/or addicted players. As a result of opening loot boxes, socially
vulnerable groups such as young people could eventually be encouraged to play
other games of chance. The risk of gambling addiction in this group is many times
higher than in adults
To date, the Netherlands Gaming Authority has not observed any suitable control
measures taken by the providers of games with loot boxes to exclude vulnerable
groups and prevent gambling addiction.
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3. Threshold criterion
At this time, the Netherlands Gaming Authority has not yet received
any signals that demonstrate that problem players and/or addicted
players are opening loot boxes on a large scale, but this does not
mean that there is no possibility of (major) problems existing.
Socially vulnerable groups could be encouraged to play games of
chance.
The risk potential from opening loot boxes is between moderate and
high. Some care is needed in interpreting these results.
The integration of loot boxes into games of skill ensures the mixing
of games of chance and games of skill.
3.1 First of all, we assessed the extent to which there is sufficient reason for
assessing loot boxes. This assessment was made by examining any potential
harm the game causes to the public goals of the Netherlands Gaming
Authority.
3.2 In the case of loot boxes, there are possible risks in the field of gambling
addiction. This document does not delve any further into the risks relating to
other consumer detriment and illegality and crime.
3.3 Within this framework, loot boxes can be viewed from the perspective of (1)
the players, (2) the game and (3) the playing environment within which the
game is played. These three perspectives mutually influence each other and
strengthen or weaken the occurrence of addiction.2
Players
3.4 Players who take part in games of chance can be divided into three separate
groups:3
1. recreational players;
2. problem players;4
3. addicted players.5
2
de Vos, T. (1998). Gokverslaving. In Hb. Kind. &Adoles.-Boekblok [Gambling Addiction. In Handbook for
Children & Adolescents – Book Block] (pp. 946-953). Bohn Stafleu van Loghum, Houten.
3
de Vos, T. (1998). Gokverslaving. In Hb. Kind. &Adoles.-Boekblok [Gambling Addiction. In Handbook for
Children & Adolescents – Book Block] (pp. 946-953). Bohn Stafleu van Loghum, Houten.
4
The Netherlands Gaming Authority also uses the term at-risk player in other documents.
5
The Netherlands Gaming Authority also uses the term problem player in other documents.
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3.5 To allocate players to one of these groups, the amount of time and money
that is spent on the game of chance is examined in comparison with the time
and money available to the player.6
Some players can, for instance, lose
1000 euros without experiencing problems, while this would cause problems
for other players. Basically, this is about whether playing a game of chance
does or does not affect the player's social activities. The social functioning of
problem players and addicted players is affected. The game of chance will
increasingly rule their lives to the point that, for instance, money is borrowed
to be able to play the game of chance.7
Certain categories of players and
potential players are more vulnerable. These groups are known as socially
vulnerable groups.
3.6 Socially vulnerable groups of people include minors, people below the age of
24 years, people who are particularly susceptible as a result of their mental
and/or physical limitations and/or credulity8,9
people with financial problems
and people who display the characteristics of risky playing behaviour. Playing
a game of chance does not have to have an immediate effect; the effects
might only become noticeable later. One example is minors. Once minors are
exposed to game of chance mechanisms, there is a significantly higher risk
that they will have problems with it at a later stage in their lives. The
literature indicates that exposure at an early age increases the risk of
addiction and the severity of the addiction.10
There is broad consensus on
the undesirability of minors playing games of chance. In the Netherlands,
minors are prohibited from playing games of chance.
6
DE BRUIN, D. I. C. K. (2015). Prevalentie van problematisch speelgedrag onder deelnemers aan online
kansspelen [Prevalence of problematic playing behaviour among participants in online games of chance].
CVO Research & Consultancy, Utrecht.
7
de Vos, T. (1998). Gokverslaving. In Hb. Kind. &Adoles.-Boekblok [Gambling Addiction. In Handbook for
Children & Adolescents – Book Block] (pp. 946-953). Bohn Stafleu van Loghum, Houten.
8
This is in line with the definition that is used in Article 6:193a(2) of the Dutch Civil Code and Article 2 of
the Decree on Recruitment, Advertising, and the Prevention of Addiction to Games of Chance (Besluit
werving, reclame en verslavingspreventie kansspelen).
9
Bieleman, B., Biesma, S., Kruize, A., Zimmerman, C., Boendermaker, M., Nijkamp, R., & Bak, T. (2011).
Gokken in kaart [Gambling Mapped Out]. Intraval.
10
King, D. L., & Delfabbro, P. H. (2016). Early exposure to digital simulated gambling: A review and
conceptual model. Computers in Human Behavior, 55, 198-206.
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3.7 Over nine million people in the Netherlands played a computer game at
some time in 2009. This is equal to approximately 70% of the
population.11
This information is important for establishing the exposure to
loot boxes. No data is available to show the exact uptake of the various
loot boxes.
3.8 Previous studies12
reveal that a very large group of minors (75% – 95%)
plays video games. This group can currently be exposed to loot boxes.
The risk of gambling addiction in this group is many times higher than in
adults.13
3.9 The Netherlands Gaming Authority surveyed addiction care and other
experts. In this survey, they asked how aware they were of people who
had become addicted to opening loot boxes. This survey revealed that
there are people who occasionally spend too much money on loot boxes
unintentionally. Some young people even (secretly) use their parents’
credit card to satisfy their need to keep opening the boxes.
3.10 There are, however, no indications of loot boxes being opened on a large
scale by problem players and/or addicted players. Enquiries with addiction
care and other experts show that there are general signals that reveal
that major problems could arise. For a number of games, there are
indications that those specific loot boxes cause social damage.
3.11 At this current time, the Netherlands Gaming Authority is still not seeing a
large number of players who use the so-called market places to buy and
sell the in-game goods, where this is possible.
3.12 Players generally intend to play a game of skill, not to gamble.
11
Van den Broek, M. A. T. T. H. I. J. S. (2009, 17 September). TNS en Newzoo: Nederland telt 9,3 miljoen
gamers [TPS and Newzoo: There are 9.3 million gamers in the Netherlands]. Consulted at
https://www.marketingfacts.nl/berichten/20090917_tns_en_newzoo_nederland_telt_93_miljoen_gamers
12
ESPORTS in Nederland, de hype voorbij [eSPORTS in the Netherlands, beyond the hype]. (2017, 18 May).
Consulted on 2 February 2018, at http://www.nielsen.com/nl/nl/insights/reports/2017/eSports-in-the-
netherlands.print.html
13
Leo, L. Recente ontwikkelingen in de interne markt van kansspelen [Recent Developments in the Internal
Market for Games of Chance].
8. Onderzoek naar loot boxes | 10 april 2018
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The game
3.13 The literature sets out various characteristics and properties of games of
chance that are associated with risky playing behaviour.14
A frequently-
used characteristic is the time between the stake and the outcome of the
game of chance, the short or long odds nature of games of chance. The
shorter the time, the more risky the game of chance is considered.
Although the short or long odds nature of games of chance plays a role in
creating gambling problems, this is not the only characteristic that is
associated with such problems.
3.14 The size of the stake, the prizes that can be won, the existence of a
jackpot and the experienced/perceived subjective influence on the chance
of winning also play a role in the development of gambling problems.15
Games of chance are considered to be risky if they are able to create the
illusion of control. An example of this is slot machines where specific reels
can be held or stopped by pressing the button. The creation of ‘nearly
won’ (or near misses) also influences playing behaviour.
3.15 An evaluation tool, which has been used in the past to analyse the Dutch
gaming market, was used to perform a structured and quantifiable risk
assessment of loot boxes.16
This tool determines a score between 0 (no
effect) and 10 (very significant effect) on ten separate dimensions.
Together, the ten dimensions produce a total score that can be used to
categorise a game of chance as a game with a (very) low, moderate or
(very) high risk potential. This tool is intended for games of chance that
involve scriptural or cash money. It is currently not possible to establish
the effect that paying out in-game goods as a prize has on the reliability
of this tool. Some care is therefore required in interpreting the results
from this tool.
14
de Bruin, D.E. (2015). Kansspelverslaving, risico’s en preventie. Literatuuronderzoek naar de risico’s van
kansspelen en de aard en effectiviteit van preventieve maatregelen [Gambling Addiction, Risks and
Prevention. Literature research into the nature and effectiveness of preventative measures]. Utrecht: CVO –
Research & Consultancy.
15
de Bruin, D.E. (2015). Kansspelverslaving, risico’s en preventie. Literatuuronderzoek naar de risico’s van
kansspelen en de aard en effectiviteit van preventieve maatregelen [Gambling Addiction, Risks and
Prevention. Literature research into the nature and effectiveness of preventative measures]. Utrecht: CVO –
Research & Consultancy.
16
de Bruin, D.E. (2017). Assessment verslavingsgevoeligheid Nederlandse kansspelaanbod [Assessment of
the Addiction Sensitivity of the Dutch Gaming Market]. Den Haag/Utrecht: Netherlands Gaming
Authority/CVO – Research & Consultancy.
9. Onderzoek naar loot boxes | 10 april 2018
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Table 1 Risk categories
Result Score Risk category Risk potential
1 – 124 > 0 – ≤ 2 A Very low
125 – 248 > 2 – ≤ 4 B Low
249 – 372 > 4 – ≤ 6 C Moderate
373 – 496 > 6 – ≤ 8 D High
497 – 620 > 8 – ≤ 10 E Very high
3.16 According to the tool used, loot boxes have, on average, a risk potential
between moderate and high (risk category C – D). The risk potential very
much depends on how the loot box is offered. The loot boxes with a
higher score have integral elements that are similar to slot machines. With
these loot boxes, there is very often a (higher) jackpot where the virtual
goods are transferable, players can keep opening unlimited loot boxes,
multiple visual and sound effects are added and a ‘near miss’ effect is
used. According to this tool, the loot boxes with a higher score are
comparable with blackjack or roulette in terms of addiction potential.
According to this tool, the loot boxes with a lower score are comparable
with small-scale bingo in terms of addiction potential.
3.17 There are publications that indicate that loot boxes can be problematical
and/or addictive.17
According to these publications, loot boxes are similar
to slot machines in terms of mechanism and design. These studies are not
of an empirical nature.
The playing environment
3.18 The term playing environment is a broad and versatile term. It can refer
to the online environment, the ambiance and the attractiveness of what
the gaming market has to offer. It can, however, also refer to the socio-
cultural environment within which play takes place or the role that parents
or friends play in starting or continuing to gamble.18
17
Griffiths, M. D. (2018). Is the buying of loot boxes in video games a form of gambling or gaming? Gaming
Law Review; Koeder, M. J., & Tanaka, E. (2017) and the associated sources.
18
de Bruin, D.E. (2015). Kansspelverslaving, risico’s en preventie. Literatuuronderzoek naar de risico’s van
kansspelen en de aard en effectiviteit van preventieve maatregelen [Gambling Addiction, Risks and
Prevention. Literature research into the nature and effectiveness of preventative measures]. Utrecht: CVO –
Research & Consultancy.
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3.19 The threshold for being able to play a game of chance is also seen as an
important part of the playing environment. In this regard, a playing
environment can serve to either lower or increase the threshold for
playing a game of chance.19
3.20 The integration of loot boxes into games of skill provides a low threshold
for playing a game of chance. This integration creates a mixture of games
of chance and games of skill in an environment that is comparable, in
physical terms, with the low threshold of the hotel and catering industry.
Such mixing at these locations was prohibited in the Netherlands in the
1990s to reduce exposure to games of chance and to protect minors.
3.21 The influence of the playing environment on playing behaviour appears to
be evident.20
Players are attracted by a nice playing environment.
Moreover, research has revealed that the virtual atmosphere and the
functional qualities of online games of chance can stimulate playing
behaviour.21
3.22 The loot boxes are offered in an environment where games of skill play a
central role. Many of the games of skill are online. A significant
characteristic of many of these online games of skill is that a certain
status is gained from playing the game and/or the external in-game
characteristics of the player. Obtaining in-game goods from a loot box
could have an effect on how other players in the game value the
player.222324
This effect can play a significant role in opening more boxes.
19
de Vos, T. (1998). Gokverslaving. In Hb. Kind. &Adoles.-Boekblok [Gambling Addiction. In Handbook for
Children & Adolescents – Book Block] (pp. 946-953). Bohn Stafleu van Loghum, Houten.
20
de Bruin, D.E. (2015). Kansspelverslaving, risico’s en preventie. Literatuuronderzoek naar de risico’s van
kansspelen en de aard en effectiviteit van preventieve maatregelen [Gambling Addiction, Risks and
Prevention. Literature research into the nature and effectiveness of preventative measures]. Utrecht: CVO –
Research & Consultancy.
21
de Bruin, D.E. (2015). Kansspelverslaving, risico’s en preventie. Literatuuronderzoek naar de risico’s van
kansspelen en de aard en effectiviteit van preventieve maatregelen [Gambling Addiction, Risks and
Prevention. Literature research into the nature and effectiveness of preventative measures]. Utrecht: CVO –
Research & Consultancy.
22
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players
buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior,
68, 538-546.
23
Hsiao, C. C., & Chiou, J. S. (2012). The effects of a player’s network centrality on resource accessibility,
game enjoyment, and continuance intention: A study on online gaming communities. Electronic Commerce
Research and Applications, 11(1), 75-84.
24
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players
buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior,
68, 538-546.
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3.23 To date, the providers of the games with loot boxes that were studied
have not provided suitable control measures to exclude vulnerable groups
from loot boxes and/or to prevent addiction.25, 26
This means that, in any
event, the minors vulnerable group can open loot boxes without any
threshold and/or be tempted into opening loot boxes.
3.24 As the games are often played individually at a physical level, the opening
of loot boxes does not usually take place in a controlled environment
under the supervision of others, such as parents, friends or outsiders.
3.25 The Netherlands Gaming Authority has noted that only two games have
been awarded a PEGI rating of PEGI 18. The other games have a PEGI 3,
PEGI 7, PEGI 12, or no PEGI rating.
25
During the research, the researchers did not observe any suitable age verifications or other forms of
verification when studying loot boxes.
26
During the research, the researchers did not observe any suitable measures to prevent gambling
addiction.
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Table 2 Player and playing environment results
Loot
box ID
Player Playing environment PEGI Rating Measures taken
by the provider
to mitigate risks
#1 Does have open source alerts
about problem players.
Game of skill without any form of supervision; external third-
party websites are available where the in-game goods can be
sold. In addition, there is also the possibility of using in-game
goods as stakes with game of chance providers for which the
Netherlands Gaming Authority has not issued a licence
(Roulette, eSports bets, etc.).
PEGI 18 None
#2 No alerts available about
problem players or addicted
players.
Idem None None
#3 Does have open source alerts
about problem players.
Idem PEGI 3 None
#4 No alerts available about
problem players or addicted
players.
Game of skill without any form of supervision; external third-
party websites where in-game goods may be used are not
available.
None None
#5 Idem Idem PEGI 12 None
#6 Idem Idem PEGI 7 None
#7 Idem Idem PEGI 12 None
#8 Idem Idem PEGI 12 None
#9 Idem Idem PEGI 18 None
#10 Idem Idem PEGI 12 None
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4. Games of chance (dominant influence and prize)
Loot boxes contravene the law if the in-game goods from the loot boxes
are transferable.
Loot boxes do not contravene the law if the in-game goods from the loot
boxes are not transferable.
4.1 Preventing addiction to organised games is an important component of the
intention of the Betting and Gaming Act.27
The intention of the Betting and
Gaming Act is:
to prevent vulnerable groups (such as young people) getting into
difficulties as a result of playing games of chance;
timely alerting of risky playing behaviour;
mitigation of the playing behaviour if a player no longer has his
or her playing behaviour under control and referral to suitable
care if necessary.
4.2 The legal powers of the Netherlands Gaming Authority are limited to
games of chance, as set out in Article 1 of the Betting and Gaming Act:
’Subject to the provisions of Title Va of this Act, it is prohibited to provide
an opportunity to compete for prizes or premiums if the winners are
designated by means of any random process over which the participants
are generally unable to exercise a dominant influence, unless a licence for
this has been granted pursuant to this Act.’
4.3 In four of the ten games studied, prizes that represented a market value
were identified. In-game goods have a market value as soon as they are
transferable. In these cases, a transaction can be made with these specific
in-game goods, including sale of these goods.
4.4 In-game goods are always obtained when these loot boxes are opened.
Some parties use this fact to support their argument that the game is not
a game of chance. This argument is not valid.28
The in-game goods differ
and have different market values if they can be traded. It is beyond doubt
that the real winner is the person who wins the major, valuable prize with
a high market value.
27
See the explanatory note to the Betting and Gaming Act and Article 4a of the Betting and Gaming Act,
among others.
28
Amsterdam District Court, 17 April 2002, KG02/617 OdC, ECLI:NL:RBAMS:2002:AE2131
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4.5 Loot boxes contain random in-game goods. These random in-game goods
can vary from cosmetic changes to the game to goods that have an effect
on the player’s progress and/or progress of the game. The loot boxes are
part of a game, but can also be played as a game in their own right.
4.6 Research has revealed that a player never has influence over what in-
game goods they obtain. In some loot boxes, for instance, you can choose
which card is turned first, but the player has no influence whatsoever on
the outcome of these cards, which lead (in part) to the in-game goods.
The Netherlands Gaming Authority therefore categorises these loot boxes
as games in which skill plays no role whatsoever.
4.7 The Netherlands Gaming Authority concludes that four of the loot boxes
that were studied contravene the law. These loot boxes contain a prize
and the player cannot exert any dominant influence over what in-game
goods they obtain. By doing this, the providers are contravening Article 1
of the Betting and Gaming Act. In the Netherlands, providers can only
provide a game of chance if they have a licence from the Netherlands
Gaming Authority. To date, providers of these loot boxes cannot obtain a
licence because the Betting and Gaming Act does not permit these loot
boxes.
4.8 Six of the ten loot boxes that were studied do not contravene the law. In
these games, there is no question of in-game goods with a market value
and they therefore do not satisfy the definition of a prize under Article 1 of
the Betting and Gaming Act. As these loot boxes could nevertheless foster
the development of addiction, these games are at odds with the objective
of preventing addiction to organised games as much as possible.
4.10 There have been numerous discussions with other European supervisory
bodies. The Netherlands Gaming Authority has concluded that the
elements that are used to determine if a game is a game of chance,
namely chance and prize (market value), are used in other European
countries too.
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