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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">digitallaw</journal-id><journal-title-group><journal-title xml:lang="en">Journal of Digital Technologies and Law</journal-title><trans-title-group xml:lang="ru"><trans-title>Journal of Digital Technologies and Law</trans-title></trans-title-group></journal-title-group><issn pub-type="epub">2949-2483</issn><publisher><publisher-name>Kazan Innovative University named after V. G. Timiryasov</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.21202/jdtl.2024.18</article-id><article-id custom-type="edn" pub-id-type="custom">uxqado</article-id><article-id custom-type="elpub" pub-id-type="custom">digitallaw-428</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>ARTICLES</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>СТАТЬИ</subject></subj-group></article-categories><title-group><article-title>Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis</article-title><trans-title-group xml:lang="ru"><trans-title>Опыт правового регулирования лутбоксов в различных странах: сравнительный анализ</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-9032-062X</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Пор</surname><given-names>С.</given-names></name><name name-style="western" xml:lang="en"><surname>Pour</surname><given-names>S.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Пор Сэппи – бакалавр права (по углубленной программе), бакалавр искусств, магистр права, главный консультант, группа компаний «Кун Консалтинг».</p><p>NSW 2006, Сидней</p></bio><bio xml:lang="en"><p>Seppy Pour – LLB (Hons), BA, LLM, Principal Consultant.</p><p>NSW 2006, Sydney</p></bio><email xlink:type="simple">seppypour@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Группа компаний «Кун Консалтинг»</institution><country>Австралия</country></aff><aff xml:lang="en"><institution>Kun Consulting Group</institution><country>Australia</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>30</day><month>07</month><year>2024</year></pub-date><volume>2</volume><issue>2</issue><fpage>345</fpage><lpage>371</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Pour S., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Пор С.</copyright-holder><copyright-holder xml:lang="en">Pour S.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.lawjournal.digital/jour/article/view/428">https://www.lawjournal.digital/jour/article/view/428</self-uri><abstract><sec><title>Objective</title><p>Objective: to show how the use of a new business model called Loot boxes, on which modern video games are based, has become a legal problem for jurisdictions in different countries.</p></sec><sec><title>Methods</title><p>Methods: drawing on existing literature and contemporary sources, the article explores the potential negative consequences of Loot boxes, provides a comprehensive analysis of existing or proposed regulation, and compares the approaches taken in various national jurisdictions.</p></sec><sec><title>Results</title><p>Results: the article examines the growing concern surrounding the widespread use of a particular form of in-game purchases called Loot boxes. It is strongly criticized on the grounds that Loot boxes are presumed to be a form of gambling within a video game. On this basis, this article argues in favor of their legislative regulation. Having examined the regulatory framework in countries that have already taken action against the use of Loot boxes, such as Belgium, the Netherlands, China, Japan and the Republic of Korea, as well as in countries currently debating their regulation, the author emphasizes the need to adopt consumer protection measures in the gaming industry. This is particularly relevant for vulnerable strata exposed to gambling-related harms. In addition, there is a need to ensure the ethical and responsible use of Loot boxes, as well as to reduce the health and financial risks associated with the use of this business model.</p></sec><sec><title>Scientific novelty</title><p>Scientific novelty: the paper presents a comparative study of the problems of current or projected social regulation of Loot boxes in video games. The author proposes to seek the solution in a balance between game industry innovations, consumer protection and user well-being, which will ultimately contribute to the creation of a healthier environment for gamers.</p></sec><sec><title>Practical significance</title><p>Practical significance: the study highlights the international scope of the problem the difference in legal and ethical regulatory measures taken in different countries to address the psychological, social and financial consequences associated with the proliferation of lootboxes in video games. These measures are yet to be assessed, taking into account the findings concerning the gaming industry.</p></sec></abstract><trans-abstract xml:lang="ru"><sec><title>Цель</title><p>Цель: показать как использование новой бизнес-модели, получившей название лутбоксов и лежащей в основе современных видеоигр, стало правовой проблемой для юрисдикций разных стран.</p></sec><sec><title>Методы</title><p>Методы: опираясь на существующую литературу и современные источники, в статье раскрываются потенциальные негативные последствия использования лутбоксов, проводится комплексный анализ действующего или предлагаемого регулирования, а также сравнение подходов, применяемых в различных национальных юрисдикциях.</p></sec><sec><title>Результаты</title><p>Результаты: в данной статье рассматривается растущая обеспокоенность вокруг широкого распространения особой формы внутриигровых покупок называемой лутбоксами. Она подвергается резкой критике на том основании, что лутбоксы предположительно являются своего рода азартной игрой в составе видеоигры. Исходя из этого, в данной статье приводятся аргументы в пользу их законодательного регулирования. Изучив нормативно-правовую базу в странах, которые уже приняли меры против использования лутбоксов, таких как Бельгия, Нидерланды, Китай, Япония и Республика Корея, а также в странах, где в настоящее время обсуждается вопрос их регулирования, подчеркивается необходимость принятия мер по защите потребителей в игровой индустрии. Особенно это относится к уязвимым слоям населения, подверженных вредным последствиям, связанным с азартными играми. Кроме того, отмечается необходимость обеспечения этичного и ответственного использования лутбоксов, а также снижения рисков для здоровья и финансовых рисков, связанных с использованием данной бизнес-модели.</p></sec><sec><title>Научная новизна</title><p>Научная новизна: в работе представлено сравнительное исследование проблем действующего или проектируемого социального регулирования лутбоксов в видеоиграх, решение которых предлагается искать на основе баланса между инновациями в игровой индустрии, защитой потребителей и благополучием пользователей, что в конечном итоге будет способствовать созданию более здоровой среды для геймеров.</p></sec><sec><title>Практическая значимость</title><p>Практическая значимость: представленное исследование подчеркивает международный масштаб рассматриваемой проблемы, различие принятых в странах регулятивных мер юридического и этического характера, направленных на решение психологических, социальных и финансовых последствий, связанных с распространением лутбоксов в видеоиграх, оценку которым еще предстоит дать в дальнейшем с учетом полученных данных в отрасли игровой индустрии.</p></sec></trans-abstract><kwd-group xml:lang="ru"><kwd>азартные игры</kwd><kwd>видеоигры</kwd><kwd>виртуальный товар</kwd><kwd>защита прав потребителей</kwd><kwd>игровая индустрия</kwd><kwd>лицензирование</kwd><kwd>лутбокс</kwd><kwd>право</kwd><kwd>сравнительное правоведение</kwd><kwd>цифровые технологии</kwd></kwd-group><kwd-group xml:lang="en"><kwd>comparative legal studies</kwd><kwd>consumer protection</kwd><kwd>digital technologies</kwd><kwd>gambling</kwd><kwd>gaming industry</kwd><kwd>law</kwd><kwd>licensing</kwd><kwd>Loot box</kwd><kwd>video games</kwd><kwd>virtual goods</kwd></kwd-group><funding-group><funding-statement xml:lang="ru">Исследование не имело спонсорской поддержки</funding-statement><funding-statement xml:lang="en">The research had no sponsorship</funding-statement></funding-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Brenner, R., &amp; Brenner, G. 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