Jones, Carl C.Chapman Law Review
affect and police for thousands of small companies, particularly in light of similar noncompliance to top-down industry regulation in other parts of the globe. This uneven compliance may plausibly lead to either a lack of reduction in heavy playtime within small game companies, or even an increa...
Continue working with lawmakers and regulators through self-regulatory bodies like the ESRB to foster an environment of self-regulation. Side Quests Recent judicial decisions and enacted statutes or regulations that are likely to impact the video game industry Steve Jackson Games, Inc. v. inXile En...
Consumer-related Gaming Regulation in Japan Esports Regulation in Japan Game Livestream Regulations in Japan Regulation on Future Game Technology in Japan Conclusion Appendix: Regulatory Authorities in Japan's Video Game Industry Companies Mentioned Apple Computer Entertainment Rating Organization (CERO) Compu...
The video game industry has embraced this evolution for many years. However, until recently it was mainly confined to the digital distribution of games (such as subscriptions for MMO games; or multi-games platforms with new services such as playing with friends, automatic updates on Steam or ...
Similarly, when considering online platform regulation and enforcement, U.S. policymakers — including legislators and federal agencies such as the Federal Trade Commission — should explicitly include game companies within their scope. When talking about the safety of the internet, especially...
industry, the video game industry has not developed an effective self-regulation system that keeps adult material out of the hands of children. In 2003, the Federal Trade Commission found that 69% of teenagers were able to purchase M-rated video games – giving them easy access to images ...
s access to violent videos. The video-game industry’s voluntary rating system already accomplishes that to a large extent. Moreover, as a means of assisting parents the Act is greatly overinclusive, since not all of the children who are prohibited from purchasing violent video games have ...
The game is also available on platforms such as WeGame, PlayStation and Epic. Industry analysts predict that annual purchases could reach between 30 and 40 million. Also in today's newsletter, you'll learn about the first commercial flight by China's C919 jetliner using sustainable aviation ...
China’s video game laws risk being a turn-off for the next generation Unlock the Editor’s Digest for free There are fears the regulation will squeeze the pipeline of future gamers, who often pick up the habit in childhood© Alex Plavevski//EPA/Shutterstock...