Video game controversies: Difference between revisions

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{{Short description|none}} <!-- "none" is preferred when the title is sufficiently descriptive; see [[WP:SDNONE]] -->
{{short description|Overview of controversies in video games}}
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{{Use American English|date=December 2020}}
{{use dmy dates|date=December 2020}}
{{Video Games}}
There have been many debates on the social effects of [[video game]]s on players and [[video game culture|broader society]], as well as debates within the [[video game industry]]. Since the early 2000s, advocates of video games have emphasized their use as an [[games as art|expressive medium]], arguing for their protection under the laws governing [[freedom of speech]] and also [[Video games in education|as an educational tool]]. Detractors argue that video games are [[harm principle|harmful]] and therefore should be [[Free speech limitations|subject to legislative oversight and restrictions]]. The positive and alleged negative characteristics and effects of video games are the subject of scientific study. Academic research has examined the links between video games and [[video game addiction|addiction]], [[aggression]], [[violence]], [[psychosocial development|social development]], and a variety of stereotyping and [[sexual morality]] issues.<ref>Freedman J. ''Media violence and its effect on aggression: assessing the scientific evidence''. [[University of Toronto Press]], Toronto 2002 {{ISBN|0-8020-8425-7}}.</ref>{{page needed|date=December 2020}}
 
==Areas of controversy==
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[[Video game console]]s were banned in [[People's Republic of China|Mainland China]] in June 2000.<ref>Hook L. [https://www.theglobeandmail.com/technology/gaming/gaming-news/lenovos-kinect-clone-evades-chinese-ban-on-video-game-consoles/article4104133/ "Lenovo's Kinect-clone evades Chinese ban on video-game consoles"]. {{Webarchive|url=https://web.archive.org/web/20120608053047/http://www.theglobeandmail.com/technology/gaming/gaming-news/lenovos-kinect-clone-evades-chinese-ban-on-video-game-consoles/article4104133/ |date=2012-06-08 }} ''[[The Globe and Mail]]'' 18 June 2012. Accessed 18 June 2012.</ref><ref>Ume L. [http://www.escapistmagazine.com/articles/view/features/9263-Console-Revolution "Console revolution"]. {{Webarchive|url=https://web.archive.org/web/20120512170149/http://www.escapistmagazine.com/articles/view/features/9263-Console-Revolution |date=2012-05-12 }} ''The Escapist''. 15 December 2011. Accessed 20 August 2011.</ref> This ban was finally lifted in January 2014. However, the Chinese would still police video games which would be
"hostile to China or not in conformity with the outlook of China's government". Reported by [[Bloomberg News|Bloomberg]], metaphorically speaking, Cai Wu, head of China's Ministry of Culture, said "We want to open the window a crack to get some fresh air, but we still need a screen to block the flies and mosquitoes."<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-01-13-as-console-ban-lifts-china-plans-to-block-hostile-games|title=As the Console Ban Lifts, China Plan to Block "Hostile" Games|author=Tom Phillips|website=[[Eurogamer]]|date=13 January 2014|access-date=17 June 2015|archive-date=17 June 2015|archive-url=https://web.archive.org/web/20150617144831/http://www.eurogamer.net/articles/2014-01-13-as-console-ban-lifts-china-plans-to-block-hostile-games|url-status=live}}</ref> [[Blood censorship in China|Display of red blood is prohibited in video games]] produced and sold in China.<ref>{{cite news |last1=Liao |first1=Rita |title=China's new gaming rules to ban poker, blood and imperial schemes |url=https://techcrunch.com/2019/04/21/chinas-new-gaming-rules-to-ban-poker-blood-and-imperial-schemes |access-date=6 February 2023 |work=[[TechCrunch]] |date=22 April 2019}}</ref>
 
=====Voluntary regulation=====
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===Related to video game culture===
====Gaming addiction, gaming disorder, and other health-related concerns====
{{Main|Video game addiction|Video game-related health problems}}
Video game addiction is the excessive or [[compulsive behavior|compulsive]] use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from family and friends or from other forms of [[Interpersonal relationship|social contact]], and focus almost entirely on in-game achievements rather than broader life events.<ref>[http://parents.berkeley.edu/advice/teens/gameaddiction.html "Computer game addiction"]. {{Webarchive|url=https://web.archive.org/web/20120415050552/http://parents.berkeley.edu/advice/teens/gameaddiction.html |date=2012-04-15 }} Berkeley Parents Network. Accessed 25 June 2007.</ref><ref>Hauge M. and Gentile D. [http://www.psychology.iastate.edu/faculty/dgentile/SRCD%20Video%20Game%20Addiction.pdf "Video game addiction among adolescents: associations with academic performance and aggression"]. Paper presented at a Society for Research in Child Development Conference, Tampa Florida. April 2003. Accessed 25 June 2007. {{webarchive |url=https://web.archive.org/web/20090407085048/http://www.psychology.iastate.edu/faculty/dgentile/SRCD%20Video%20Game%20Addiction.pdf |date=7 April 2009 }}</ref> The first video game to attract political controversy for its "addictive properties" was the 1978 [[arcade game]] ''[[Space Invaders]]''.<ref>[http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/ "30 great gaming world records"]. {{Webarchive|url=https://web.archive.org/web/20120219055853/http://www.computerandvideogames.com/207943/features/30-great-gaming-world-records/ |date=2012-02-19 }} ''[[Computer and Video Games]]'' website 14 February 2009. Accessed 26 January 2012.</ref><ref>[https://web.archive.org/web/20110319091829/http://screen.oxfordjournals.org/content/29/2/52.extract "Electronic and computer games: the history of an interactive medium"]. [[Screen (journal)|''Screen'']] 1988 29(2) pp. 52–73. doi10.1093/screen/29.2.52 Accessed 2012. "In the UK, the Labour MP George Foulkes led a campaign in 1981 to curb the 'menace' of video games, maintaining that they had addictive properties. His 'Control of Space Invaders (and other Electronic Games) Bill' was put to the Commons and only narrowly defeated.</ref> One study from [[Chung Ang University]] observed that other structures affected by the excessive use of video games include the [[anterior cingulate cortex]] and [[orbitofrontal cortex]].<ref name="second">{{cite journal|last1=Han|first1=D. H.|last2=Kim |first2=Y. S. |last3=Lee |first3=Y. S. |last4=Min |first4=K. J. |last5=Renshaw |first5=P. F.|title=Changes in cue-induced, prefrontal cortex activity with video-game play |journal=Behaviour & Social Networking|year=2010|volume=13|issue=6|pages=655–661|doi=10.1089/cyber.2009.0327|pmid=21142990}}</ref> The results from this experiment suggest an increase in stimulation of these areas, resembling a pattern similar to those with [[substance dependence]]. Researchers interpreted their results of this increase in activity of the anterior cingulate and orbitofrontal cortices to be an indication of an early stage of [[video game addiction]].<ref name="second" />
 
The [[World Health Organization]] has included "gaming disorder" in the 11th edition of the [[International Statistical Classification of Diseases and Related Health Problems]], which was approved by May 2019.<ref>{{cite web |first1=Michelle |last1=Meyers |access-date=2019-05-27 |title=World Health Organization deems 'gaming disorder' an official illness |url=https://www.cnet.com/news/world-health-organization-deems-gaming-disorder-an-official-illness/ |website=CNET |archive-date=2019-05-27 |archive-url=https://web.archive.org/web/20190527091159/https://www.cnet.com/news/world-health-organization-deems-gaming-disorder-an-official-illness/ |url-status=live }}</ref><ref>{{cite web |access-date=2019-05-27 |title=ICD-11 - Mortality and Morbidity Statistics |url=https://icd.who.int/dev11/l-m/en#/http%253A%252F%252Fid.who.int%252Ficd%252Fentity%252F1448597234 |website=icd.who.int |archive-date=2018-01-31 |archive-url=https://web.archive.org/web/20180131135459/https://icd.who.int/dev11/l-m/en#/http%253A%252F%252Fid.who.int%252Ficd%252Fentity%252F1448597234 |url-status=live }}</ref><ref>{{cite web |url=https://www.eurogamer.net/articles/2019-06-01-academics-create-the-first-psychological-test-for-gaming-disorder |title=Academics create the first psychological test for gaming disorder |first=Wesley |last=Yin-Poole |date=1 June 2019 |access-date=1 June 2019 |work=[[Eurogamer]] |archive-date=1 June 2019 |archive-url=https://web.archive.org/web/20190601183129/https://www.eurogamer.net/articles/2019-06-01-academics-create-the-first-psychological-test-for-gaming-disorder |url-status=live }}</ref> It was defined as "a pattern of persistent or recurrent gaming behaviour ('digital gaming' or 'video-gaming')", defined by three criteria: the lack of control of playing video games, priority given to video games over other interests, and inability to stop playing video games even after being affected by negative consequences.<ref>{{cite web |url=https://www.engadget.com/2017/12/27/the-who-may-add-video-games-to-its-list-of-recognized-addictions/ |title=The WHO may add video games to its list of recognized addictions |first=Swapna |last=Krishna |date=27 December 2017 |access-date=27 December 2017 |work=[[Engadget]] |archive-date=28 December 2017 |archive-url=https://web.archive.org/web/20171228003102/https://www.engadget.com/2017/12/27/the-who-may-add-video-games-to-its-list-of-recognized-addictions/ |url-status=live }}</ref> The addition was contested by the video game industry and several academics, believing that its inclusion was too early and that more studies were needed.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2018-03-01-new-scientific-report-questions-world-heath-organisations-proposed-gaming-disorder-classification |title=New report questions World Health Organization's proposed 'gaming disorder' classification |first=Christopher |last=Dring |date=1 March 2018 |access-date=5 March 2018 |work=[[GamesIndustry.biz]] |archive-date=6 March 2018 |archive-url=https://web.archive.org/web/20180306023224/https://www.gamesindustry.biz/articles/2018-03-01-new-scientific-report-questions-world-heath-organisations-proposed-gaming-disorder-classification |url-status=live }}</ref>
 
{{main|Video game-related health problems}}
Outside of mental health, medical researchers are concerned that long-term playing of video games can lead to musculoskeletal issues, vision impairment, and obesity.
 
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The anonymous nature of the internet may be a factor of encouraging anti-social behavior. This type of behavior expands to other parts of the internet separate from gaming, such as online forums, social media sites, etc. Lack of accountability for one's actions on the internet may encourage others to engage in harassing behavior. Without minimal threat of punishment, some may find it easier to carry out negative behavior over online gaming.<ref>{{cite web |url=http://www.csl.mtu.edu/cs6461/www/Reading/Davenport02.pdf |title=Anonymity on the Internet: Why the Price May Be Too High |publisher=Csl.mtu.edu |access-date=18 February 2015 |archive-date=19 March 2015 |archive-url=https://web.archive.org/web/20150319005249/http://www.csl.mtu.edu/cs6461/www/Reading/Davenport02.pdf |url-status=live }}</ref> The [[Gamergate controversy]] that started in 2014 drew media attention to the negative portions of the culture of the video game community, highlighting the need to take steps against online harassment.<ref name="nytimes gg">{{cite news |url=https://www.nytimes.com/interactive/2019/08/15/opinion/what-is-gamergate.html |title=How an Online Mob Created a Playbook for a Culture War |first=Charlie |last=Warzel |date=15 August 2019 |access-date=21 August 2019 |work=[[The New York Times]] |archive-date=20 August 2019 |archive-url=https://web.archive.org/web/20190820192312/https://www.nytimes.com/interactive/2019/08/15/opinion/what-is-gamergate.html |url-status=live }}</ref>
 
Regarding whether attitudes towards women in games and gaming culture extend as far as [[misogyny]], opinions have been divided. For example, [[VentureBeat]] writer Rus McLaughlin sees it as a status quo "ingrained in video-game DNA",<ref>{{cite news |title=Sexism and misogyny are gaming's status quo |work=[[VentureBeat]] |author=Rus McLaughlin |url=https://venturebeat.com/2011/02/15/sexism-and-misogyny-are-gamings-status-quo/ |date=February 15, 2011 |access-date=28 September 2014 |archive-date=6 October 2014 |archive-url=https://web.archive.org/web/20141006070050/http://venturebeat.com/2011/02/15/sexism-and-misogyny-are-gamings-status-quo/ |url-status=live }}</ref> while Joe Yang (writing for the same source) regards such claims to be misleading, and sees misogyny as a problem where it does occur, but disputes that it is inherent or normative, or that the whole culture should be described that way.<ref>{{cite news |title=Why gaming culture is not misogynistic |work=[[VentureBeat]] |author=Joe Yang |url=https://venturebeat.com/2012/12/11/why-gaming-culture-is-not-misogynistic/ |date=11 December 2012 |access-date=10 October 2014 |archive-date=18 October 2014 |archive-url=https://web.archive.org/web/20141018175147/http://venturebeat.com/2012/12/11/why-gaming-culture-is-not-misogynistic/ |url-status=live }}</ref> In the gaming industry, 48 percent of female gamers have report receiving harassment based on their gender.<ref>{{cite web|accessdate=2024-04-08|title='A Band-aid approach' How harassment of women and Black online gamers goes on unchecked|url=https://www.usatoday.com/story/news/nation/2024/02/16/online-gaming-harassment-women-black-gamers/72576093007/|website=USA TODAY}}</ref> A survey conducted in the United States, Germany and China found that 59 per cent of women hide their gender to avoid harassment.<ref>{{cite news|first1=Malindy|last1=Hetfeld|accessdate=2024-04-08|title=A new survey shows 59% of women hide their gender while gaming to avoid harassment|url=https://www.pcgamer.com/a-new-survey-shows-59-of-women-hide-their-gender-while-gaming-to-avoid-harassment/|newspaper=PC Gamer|date=20 May 2021|via=www.pcgamer.com}}</ref><ref>{{cite web|first1=Brendan|last1=Sinclair|accessdate=2024-04-08|title=Survey says 59% of women hide gender to avoid harassment while gaming online|url=https://www.gamesindustry.biz/survey-says-59-percent-of-women-hide-gender-to-avoid-harassment-while-gaming-online|date=19 May 2021|website=GamesIndustry.biz}}</ref>
 
A further issue related to online behavior is the presence of younger players who may be exposed to behaviors of more mature players beyond the ability for parents to control this exposure, coupled with issues such as harassment and bullying. In the past, this has typically been controlled through the closed online environments from each of the major console systems that could maintain a safe environment, but with the wider availability of [[cross-platform play]] to allow console players on one system to play with those on other systems or with players on personal computers, these environments are no longer as controlled.<ref>{{cite web |url=http://www.eurogamer.net/articles/2017-06-13-sony-defends-decision-to-block-cross-play-with-xbox-one-and-nintendo-switch |title=Sony defends decision to block PS4 cross-play with Xbox One and Nintendo Switch |first=Wesley |last=Yin-Poole |date=13 June 2017 |access-date=13 June 2017 |work=[[Eurogamer]] }}</ref> In December 2020, the three major console manufacturers [[Microsoft]], [[Sony]], and [[Nintendo]] announced a joint plan to promote safer gaming based on the three principles of prevention, partnership, and responsibility to combat harassing and troubling behavior.<ref>{{cite web |url=https://www.gamasutra.com/view/news/375219/Microsoft_Nintendo_and_Sony_unite_to_create_safer_online_spaces.php |title=Microsoft, Nintendo, and Sony unite to create safer online spaces |first=Chris |last=Kerr |date=14 December 2020 |access-date=14 December 2020 |work=[[Gamasutra]] }}</ref>
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===Related to the video game industry===
====Workplace concerns====
{{Main|Women and video games|Sexism and video games|Race and video games|Crunch (video games)}}
Just as with representation of women, LGBT, and minorities in video games themselves, these groups also can be marginalized within the video game development industry in Western markets. The industry is primarily made up of Caucasian, heterosexual males, according to 2017 industry studies, a result of the marketing of video games during the 70s and 80s. Experts have stressed the need to draw underrepresented groups into the industry to help developers gain broader insights for the stories and characters for video games, so that new games will appeal to the largest possible audiences.<ref>{{cite news |url=https://www.theguardian.com/technology/2017/mar/15/video-game-industry-diversity-problem-women-non-white-people |title=The video game industry has a diversity problem – but it can be fixed |first=Chella |last=Ramanan |date=15 March 2017 |access-date=22 August 2019 |work=[[The Guardian]] |archive-date=28 June 2019 |archive-url=https://web.archive.org/web/20190628153943/https://www.theguardian.com/technology/2017/mar/15/video-game-industry-diversity-problem-women-non-white-people |url-status=live }}</ref> While the industry has had isolated cases where minorities reported mistreatment, there had not yet been a moment like the [[Me Too movement]] in other entertainment fields as of 2021. However, with major legal cases of sexual misconduct towards female employees at [[Riot Games]], [[Ubisoft]] and [[Activision Blizzard]] filed from 2018 to 2021, some analysts and academics see such a watershed moment for the video game industry to be approaching.<ref name="nytimes jul30">{{cite news | url = https://www.nytimes.com/2021/07/29/technology/activision-walkout-metoo-call-of-duty.html | title = Activision, Facing Internal Turmoil, Grapples With #MeToo Reckoning | first1 = Kellen | last1 = Browning | first2= Mike | last2 = Isaac | date = July 29, 2021 | accessdate = July 30, 2021 | work = [[The New York Times]] }}</ref><ref>{{cite news | url = https://www.theguardian.com/technology/2021/aug/08/activision-blizzard-lawsuit-women-sexual-harassment | title = Activision Blizzard scandal a 'watershed moment' for women in the gaming industry | first = Kari | last = Paul |date = August 8, 2021 | accessdate = August 9, 2021 | work = [[The Guardian]] }}</ref>
 
{{Main|Crunch (video games)}}
Video game developers are considered creative professionals and thus typically do not qualify for [[overtime]] pay.<ref name="vice union">{{cite web |url=https://motherboard.vice.com/en_us/article/walk-the-line |title=Walk the Line |first=Emanuel |last=Maiberg |date=February 22, 2017 |access-date=February 23, 2017 |work=[[Vice (magazine)|Vice]] |url-status=live |archive-url=https://web.archive.org/web/20170222154745/https://motherboard.vice.com/en_us/article/walk-the-line |archive-date=February 22, 2017}}</ref> Larger studios, particularly those backed by [[Triple A (video gaming)|Triple A]] publishers, will frequently set game completion deadlines, and require employees to complete their tasks by this deadline, often requires several weeks of overtime work. This has become known as "[[Crunch (video games)|crunch time]]" within the industry.<ref>{{cite web|url=https://www.cnet.com/news/no-fun-for-game-developers/|title=No fun for game developers?|work=[[CNet News]]|last=Frauenheim|first=Ed|date=11 November 2004|access-date=22 August 2019|archive-date=3 April 2019|archive-url=https://web.archive.org/web/20190403165442/https://www.cnet.com/news/no-fun-for-game-developers/|url-status=live}}</ref> While infrequent periods of crunch time are tolerated, there have been several reported cases where developers have been forced into a crunch time mode for months at a time, even well before a game's set completion deadline.<ref>{{cite web | url=https://kotaku.com/inside-rockstar-games-culture-of-crunch-1829936466 |title=Inside Rockstar Games' Culture Of Crunch | first=Jason | last=Schreier | date=23 October 2018 | access-date=23 October 2018 | work=[[Kotaku]] | archive-date=1 November 2018 | archive-url=https://web.archive.org/web/20181101233541/https://kotaku.com/inside-rockstar-games-culture-of-crunch-1829936466 | url-status=live}}</ref><ref name="Eurogamer: Rockstar Spouse">{{cite web |first=Tom |last=Bramwell |date=11 January 2010 |url=http://www.eurogamer.net/articles/rockstar-spouse-attacks-studio-conditions |title="Rockstar Spouse" attacks dev conditions |website=[[Eurogamer]] |access-date=31 October 2017 |archive-url=https://web.archive.org/web/20171030201507/http://www.eurogamer.net/articles/rockstar-spouse-attacks-studio-conditions |archive-date=30 October 2017 |url-status=live}}</ref><ref name="GamesIndustry.biz: Rockstar Spouse">{{cite web |first=Kath |last=Brice |date=11 January 2010 |url=http://www.gamesindustry.biz/articles/rockstar-spouse-accuses-dev-of-pushing-its-employees-to-the-brink |title="Rockstar Spouse" accuses dev of pushing its employees "to the brink" |website=[[GamesIndustry.biz]] |access-date=31 October 2017 |url-status=live |archive-date=7 November 2017 |archive-url=https://web.archive.org/web/20171107025836/http://www.gamesindustry.biz/articles/rockstar-spouse-accuses-dev-of-pushing-its-employees-to-the-brink}}</ref> Such practices have caused developers and other groups starting in 2018 for discussing [[trade union|unionization]] within the industry and establishing reasonable limits on crunch time and other workers' rights.<ref name="vice union"/><ref>{{cite web | url = https://www.latimes.com/business/story/2022-03-19/video-game-workers-found-their-voices-in-the-pandemic-could-unions-be-next | title = Video game workers found their voices in the pandemic. Could unions be next? | first = Jaimie | last = Ding | date = March 19, 2022 | accessdate = March 20, 2022 | work = [[Los Angeles Times]] }}</ref>
 
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====Anti-consumer practices====
{{Main|Digital rights management|Video game monetization|Microtransaction|Loot box}}
Video games as computer software are potentially easy to copy and duplicate outside of the copyright owner's control, which can lead to widespread [[Copyright and video games|copyright infringement]]. Prior to digital distribution, some games included an in-game step that required the player to check part of the game's printed manual or material shipped with the game such as a [[code wheel]], which they entered into the game to validate ownership, though such simply checks were easily defeated through photocopies and shared information.<ref>{{cite magazine | url = https://www.pcgamer.com/code-wheels-poison-and-star-maps-the-creative-ways-old-games-fought-piracy/ | title = Code wheels, poison, and star maps: the creative ways old games fought piracy | first= Andy | last= Kelly | date =August 4, 2020 | accessdate = June 4, 2021 | magazine = [[PC Gamer]] }}</ref> With wide availability of the Internet making such physical schemes impractical to control copyright infringement, many developers and publishers turned to [[digital rights management]] (DRM) to control the use of digital content and devices after purchase and to protect an entity's intellectual property from public access.<ref>"The pros, cons, and future of DRM". Canadian Broadcasting Corporation 7 August 2009. Accessed 7 January 2012.</ref> DRM technologies typically tie the specific installation of a game to the computer it is installed on, preventing a user from sharing the same files with a second user; however this also can limit legitimate reuse of the installation of the game by the purchaser on different computers they own. Because of limitations placed on what a user can do with purchases games bundled with DRM, consumers argue it inconveniences legitimate customers and allows big business to stifle innovation and competition.<ref>[https://www.eff.org/issues/drm "DRM"]. {{Webarchive|url=https://web.archive.org/web/20180705015859/https://www.eff.org/issues/drm |date=2018-07-05 }} Electronic Frontier Foundation. Accessed 7 March 2014.</ref> In some types of "always-in DRM", the DRM must have a persistent connection to an external server, which has raised further concerns about the ability for a user to play a game if they temporarily lack an Internet connection, and the fate of the game if the DRM server should be discontinued.<ref>Plafke J. "Why SimCity's DRM is a necessary evil." ''ExtremeTechnology'', Ziff Davis Inc. website 7 March 2013.</ref><ref>Kain E. "''Diablo III'' fans should stay angry about always-online DRM". ''Forbes'' 17 May 2012. Accessed 5 March 2013.</ref>
 
{{Main|Video game monetization|Microtransaction|Loot box}}
With the advent of [[digital distribution]] and online storefronts for video games, publishers and developers sought ways to further [[video game monetization|monetize]] the game as to obtain further revenue after the initial sale. Larger expansion packs led way to the nature of [[microtransaction]]s, small purchases, typically under {{USD|5}} for a small benefit in the game. One of the first examples of this was a piece of horse armor for ''[[The Elder Scrolls IV: Oblivion]]'', which proved controversial. Publishers and developers would continue to develop other monetization methods, such as [[freemium]] games that are free to play but the player benefits by spending real-life money for in-game boosts. A more recent approach is the idea of [[loot box]]es, popularized in games like ''[[Overwatch (video game)|Overwatch]]'', where the player can purchase with either in-game or real-life funds a virtual box that contains a set of in-game items, with the items being distributed by various rarity levels. Loot boxes came under intense government and media scrutiny in 2018 as it felt these mechanics were too close or were like gambling, and would violate their local laws. Some countries like Denmark and the Netherlands banned the use of loot boxes, while other countries like the United States and United Kingdom urged the video game industry to voluntarily regulate the use of loot boxes.