A team of researchers from Newcastle University and Loughborough University in the United Kingdom had pressing questions about a feature of many popular video games. More and more, digital games seemed to be incorporating something called “loot boxes”—a surprise bag of random in-game goodies players could acquire in exchange for real-world money. Take the popular “FIFA” video game franchise, for instance, which has introduced loot boxes in the form of player packs. Gamers can purchase packs and collect famous soccer stars to play on their team. In addition to an aesthetic benefit, packs have a small chance of containing “rare” or “legendary” players who can strengthen one’s team in-game. Loot boxes don’t meet the legal definition of gambling, but they often take pages out of the same book.
Selling loot boxes in popular video games, the U.K. researchers wrote in a 2022 report, is “problematic,” in no small part because these games are regularly played by children and young people. Gambling, meanwhile, is restricted to adults above 18. In their study of 42 English families with children between the ages of 5 and 17, the researchers investigated how young people engaged with these paid reward systems—and their findings were striking and concerning.
One young person they interviewed routinely spent up to seven hours each day playing a popular mobile card game. He watched YouTubers who played the game and aspired to compete with them—but to do that, he needed better cards. The game sold him loot boxes in the form of packs of random cards that he purchased with real money. Since buying a pack didn’t guarantee that he’d get the rare cards he wanted, he kept purchasing packs, again and again. Over the course of a month, he had spent nearly $550 on the game.
“As soon as I was getting better players, I wanted to get better and better and better and better, like, I couldn’t stop,” the anonymous young person told the researchers.
“In my head I was like ‘stop,’” another young person told the researchers. “My guts were saying ‘stop’. Everything was saying ‘stop’, but my brain wasn’t. My brain was like ‘keep opening [loot boxes]’. It was hard. It was like when you’re addicted to something.”
Loot boxes have existed in video games for years. A Chinese game called Zhengtu Online, released in 2007 for PC, has been cited as the first modern online version of this element. The simplest explanation for their growing prevalence—by some estimates, they are now present in amajority of popular digital games— is that they make loads of money for gaming companies by encouraging players to make continuous microtransactions. These small payments to buy loot boxes add up: Market research firm Juniper Research estimates that loot boxes will generate video games over $20 billion in revenue by 2025.
But there may be a disturbing underbelly to this trend. High levels of loot box purchasing have been linked to signs of problem gambling, with new research suggesting the former might predict the latter in young players. Meanwhile, a new study finds that industry self-regulation (the main form of regulation in the U.S. and Europe) is significantly lacking. Taken together, experts interviewed by The Daily Beast say there’s cause for concern that parents may not be fully aware of the risks of loot boxes on their children and teens.
Your (Kid’s) Brain on Loot Boxes
Luke Clark, the director of the Centre for Gambling Research at The University of British Columbia, had been studying gambling for over a decade when his graduate students brought a new topic to his attention. They had been keeping tabs on “Star Wars: Battlefront II,” a much-anticipated 2017 video game that stirred up controversy in beta testing because of purchasable loot boxes that gave players an advantage through items, crafting parts, and in-game currency. Loot boxes only had a small chance of giving players the strongest items and parts, though, leading many to spend upwards of $100 to open the boxes again and again, leading players and officials alike to compare the game mechanic to gambling. “This game is a Star-Wars-themed online casino, designed to lure kids into spending money. It’s a trap,” Hawaiian Democratic State Rep. Chris Lee said at the time.
The apparent similarities between loot box purchasing and traditional gambling led Clark and graduate student Gabriel Brooks to conduct one of the first studies linking loot box usage to problem gambling. Since then, the association between the two has been pretty easy to establish in other games as well, Clark told The Daily Beast.
But there’s still an important distinction between determining an association between the two behaviors and figuring out if loot box engagement causes a person to develop problem gambling behaviors. Correlation, Clark emphasized, does not equal causation. A 2022 report from the U.K.’s Department for Digital, Culture, Media & Sport underscored this point between loot boxes and gambling harms, concluding there was evidence for an association but not a cause-and-effect relationship.
Currently, this leaves room for two theories, Clark said. The first is “migration”—that underage and adult video gamers exposed to gambling-like loot boxes might be more likely to move onto conventional gambling. The other theory is that the association is due to a case of reverse causality—experienced gamblers are attracted to video games with loot boxes.
Recent research is beginning to offer answers to these quandaries. Clark and Brooks published a study in the April issue of Computers in Human Behavior that tracked young gamblers’ and non-gamblers’ engagement with loot boxes and conventional gambling over the course of six months. They found that the more a non-gambler spent on loot boxes, the higher their odds of becoming a gambler after six months—providing evidence for the migration hypothesis.
Crucially, however, the participants in the study were not minors—they were on average 22 years old, since they were asked to report gambling behaviors that would not have been legal for minors in the regions studied (the U.S., U.K., and Canada). Future studies should try to replicate this finding in a younger age group to cement a migration pathway, Clark added.
Still, the results highlight why, from a brain development perspective, there are reasons to be concerned about young people in particular. Adolescent brains lack a fully developed logic center to regulate decisions about risk-taking. In other words, the gas pedal develops before the brakes. Gambling in minors can lead to immediate financial and familial problems and are associated with other risky behaviors including drug use and truancy.
Video game publishers have defended the use of loot boxes using a variety of arguments. “Battlefront II” publisher Electronic Arts justified the game’s loot boxes in a Reddit comment as a way to provide players with “a sense of pride and accomplishment for unlocking different heroes.” Redditors clearly felt otherwise, as that post holds the record for the single-most downvoted comment on the platform.
Another defense of loot boxes likens them to trading cards and Kinder Eggs, not conventional gambling. But Natalie Coyle, an independent psychology and video games researcher based in the U.K., told The Daily Beast that the research doesn’t support these comparisons.
Studies have found that the process of purchasing trading cards and novelty eggs contain several key differences from that of buying loot boxes—most importantly, a built-in waiting period. Buying a real-world product requires you to drive to the store or wait for a delivery to arrive. Compare that to the immediate dopamine hit felt from purchasing a loot box in a game, Coyle said—“It’s really not the same thing.” And in fact, one 2021 study found that spending money on collectible trading cards was not linked to problem gambling in the same way that loot box spending was.
On the other hand, techniques programmed into the opening of some loot box, like portraying “near misses” and using sounds to simulate “wins,” are more akin to gambling, the 2022 U.K. report authors wrote.
Although calls for the regulation of loot boxes often come from concerns about protecting children, Coyle stressed that people of all ages and walks of life play video games. Children and adolescents may be particularly vulnerable to risks associated with loot boxes and gambling, but legal adults can be susceptible, too.
“When people go to college and get their own finances, there are horror stories of it being spent on video games,” she said. “While the psychology of [buying loot boxes] might not change, sometimes the difference between being 18 and up is having access to money.”
Researchers, parents, and regulators agree that the status quo of loot boxes in video games needs to change. And save for a few examples of federal regulation, most governments have relied on industry self-regulation from the same agencies that provide age-rating recommendations, Leon Xiao, a loot box regulation researcher at the IT University of Copenhagen, told The Daily Beast.
Infamous examples of industry self-regulation gone wrong—alcohol, tobacco, and fossil fuel, to name a few—should tell us that a laissez-faire approach to the video game industry is unlikely to succeed, though it seems few regulators have learned those lessons, Xiao said.
Xiao is the author of a study published on March 29 in Royal Society Open Science finding that, unfortunately, self-regulation isn’t going very well. In the U.S., the Entertainment Software Rating Board (ESRB) is the self-regulatory agency in charge of rating video games and alerting parents to games that contain loot boxes; in Europe, it’s Pan-European Game Information (PEGI). ESRB and PEGI labels for games containing loot boxes both read “In-Game Purchases (Includes Random Items).” But when Xiao looked at 66 games rated by both ESRB and PEGI, he found that more than 60 percent of them had been labeled by one agency but not the other—even though each agency was meant to alert consumers to the exact same thing.
When Xiao shared his findings with each board, they provided various explanations: ESRB did not retroactively label games that had been released prior to the launch of the loot box label, while some PEGI-labeled games did not contain loot boxes in Europe only. Still, the two agencies corrected several of their labels for mislabeled games.
Xiao also took a look at 100 popular games found on the Google Play Store that were known to contain loot boxes. When publishers upload a game to this store, they must fill out a questionnaire meant to help assign an age rating and loot box disclosure. Based on these games’ questionnaires, though, only 29 percent were labeled as containing loot boxes.
These games have since been properly labeled since Xiao shared his data, but he stressed that his findings are only the tip of the iceberg.
“The problem is, of course, that I only looked at about 100 games,” he said. “We got them labeled, but I will say there are tens of thousands of games containing loot boxes that are still not labeled on the Google Play Store.”
Even with proper disclosure, there’s some question of how well parents understand loot box warnings. A February study from researchers in Australia and New Zealand presented results from three experiments that found that “consumers do not appear to understand the ESRB/PEGI loot box warning.”
In the absence of better or more intuitive labeling, researchers like Xiao have called for “ethical loot box design” that would take more than industry self-regulation. In a 2019 paper, he and his co-author wrote that neither allowing industries to continue to self-regulate nor passing draconian bans would result in positive outcomes. Rather, they argued, “regulatory nudging” by offering video game companies tax and grant incentives could encourage them to lay off loot boxes or implement them more responsibly.
Many of the proposed changes in ethical loot box design are simple and intuitive, Coyle said: limiting low-value, “junk” items in loot boxes, capping purchases at a daily or monthly ceiling, and doing away with “pity” loot boxes that reward gamers who spend aggressively are all common-sense proposals that would enhance gameplay and start to mitigate the negative outcomes of loot box engagement.
If nothing else, this field of research should cause gamers and their families to take a skeptical look at loot boxes. More often than not, Coyle said, it’s not a fair shake for the consumer.
“The house always wins, and that’s especially true when it comes to video game publishers,” she said.
The federal government is ordering the dissolution of TikTok’s Canadian business after a national security review of the Chinese company behind the social media platform, but stopped short of ordering people to stay off the app.
Industry Minister François-Philippe Champagne announced the government’s “wind up” demand Wednesday, saying it is meant to address “risks” related to ByteDance Ltd.’s establishment of TikTok Technology Canada Inc.
“The decision was based on the information and evidence collected over the course of the review and on the advice of Canada’s security and intelligence community and other government partners,” he said in a statement.
The announcement added that the government is not blocking Canadians’ access to the TikTok application or their ability to create content.
However, it urged people to “adopt good cybersecurity practices and assess the possible risks of using social media platforms and applications, including how their information is likely to be protected, managed, used and shared by foreign actors, as well as to be aware of which country’s laws apply.”
Champagne’s office did not immediately respond to a request for comment seeking details about what evidence led to the government’s dissolution demand, how long ByteDance has to comply and why the app is not being banned.
A TikTok spokesperson said in a statement that the shutdown of its Canadian offices will mean the loss of hundreds of well-paying local jobs.
“We will challenge this order in court,” the spokesperson said.
“The TikTok platform will remain available for creators to find an audience, explore new interests and for businesses to thrive.”
The federal Liberals ordered a national security review of TikTok in September 2023, but it was not public knowledge until The Canadian Press reported in March that it was investigating the company.
At the time, it said the review was based on the expansion of a business, which it said constituted the establishment of a new Canadian entity. It declined to provide any further details about what expansion it was reviewing.
A government database showed a notification of new business from TikTok in June 2023. It said Network Sense Ventures Ltd. in Toronto and Vancouver would engage in “marketing, advertising, and content/creator development activities in relation to the use of the TikTok app in Canada.”
Even before the review, ByteDance and TikTok were lightning rod for privacy and safety concerns because Chinese national security laws compel organizations in the country to assist with intelligence gathering.
Such concerns led the U.S. House of Representatives to pass a bill in March designed to ban TikTok unless its China-based owner sells its stake in the business.
Champagne’s office has maintained Canada’s review was not related to the U.S. bill, which has yet to pass.
Canada’s review was carried out through the Investment Canada Act, which allows the government to investigate any foreign investment with potential to might harm national security.
While cabinet can make investors sell parts of the business or shares, Champagne has said the act doesn’t allow him to disclose details of the review.
Wednesday’s dissolution order was made in accordance with the act.
The federal government banned TikTok from its mobile devices in February 2023 following the launch of an investigation into the company by federal and provincial privacy commissioners.
— With files from Anja Karadeglija in Ottawa
This report by The Canadian Press was first published Nov. 6, 2024.
LONDON (AP) — Most people have accumulated a pile of data — selfies, emails, videos and more — on their social media and digital accounts over their lifetimes. What happens to it when we die?
It’s wise to draft a will spelling out who inherits your physical assets after you’re gone, but don’t forget to take care of your digital estate too. Friends and family might treasure files and posts you’ve left behind, but they could get lost in digital purgatory after you pass away unless you take some simple steps.
Here’s how you can prepare your digital life for your survivors:
Apple
The iPhone maker lets you nominate a “ legacy contact ” who can access your Apple account’s data after you die. The company says it’s a secure way to give trusted people access to photos, files and messages. To set it up you’ll need an Apple device with a fairly recent operating system — iPhones and iPads need iOS or iPadOS 15.2 and MacBooks needs macOS Monterey 12.1.
For iPhones, go to settings, tap Sign-in & Security and then Legacy Contact. You can name one or more people, and they don’t need an Apple ID or device.
You’ll have to share an access key with your contact. It can be a digital version sent electronically, or you can print a copy or save it as a screenshot or PDF.
Take note that there are some types of files you won’t be able to pass on — including digital rights-protected music, movies and passwords stored in Apple’s password manager. Legacy contacts can only access a deceased user’s account for three years before Apple deletes the account.
Google
Google takes a different approach with its Inactive Account Manager, which allows you to share your data with someone if it notices that you’ve stopped using your account.
When setting it up, you need to decide how long Google should wait — from three to 18 months — before considering your account inactive. Once that time is up, Google can notify up to 10 people.
You can write a message informing them you’ve stopped using the account, and, optionally, include a link to download your data. You can choose what types of data they can access — including emails, photos, calendar entries and YouTube videos.
There’s also an option to automatically delete your account after three months of inactivity, so your contacts will have to download any data before that deadline.
Facebook and Instagram
Some social media platforms can preserve accounts for people who have died so that friends and family can honor their memories.
When users of Facebook or Instagram die, parent company Meta says it can memorialize the account if it gets a “valid request” from a friend or family member. Requests can be submitted through an online form.
The social media company strongly recommends Facebook users add a legacy contact to look after their memorial accounts. Legacy contacts can do things like respond to new friend requests and update pinned posts, but they can’t read private messages or remove or alter previous posts. You can only choose one person, who also has to have a Facebook account.
You can also ask Facebook or Instagram to delete a deceased user’s account if you’re a close family member or an executor. You’ll need to send in documents like a death certificate.
TikTok
The video-sharing platform says that if a user has died, people can submit a request to memorialize the account through the settings menu. Go to the Report a Problem section, then Account and profile, then Manage account, where you can report a deceased user.
Once an account has been memorialized, it will be labeled “Remembering.” No one will be able to log into the account, which prevents anyone from editing the profile or using the account to post new content or send messages.
X
It’s not possible to nominate a legacy contact on Elon Musk’s social media site. But family members or an authorized person can submit a request to deactivate a deceased user’s account.
Passwords
Besides the major online services, you’ll probably have dozens if not hundreds of other digital accounts that your survivors might need to access. You could just write all your login credentials down in a notebook and put it somewhere safe. But making a physical copy presents its own vulnerabilities. What if you lose track of it? What if someone finds it?
Instead, consider a password manager that has an emergency access feature. Password managers are digital vaults that you can use to store all your credentials. Some, like Keeper,Bitwarden and NordPass, allow users to nominate one or more trusted contacts who can access their keys in case of an emergency such as a death.
But there are a few catches: Those contacts also need to use the same password manager and you might have to pay for the service.
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Is there a tech challenge you need help figuring out? Write to us at onetechtip@ap.org with your questions.
LONDON (AP) — Britain’s competition watchdog said Thursday it’s opening a formal investigation into Google’s partnership with artificial intelligence startup Anthropic.
The Competition and Markets Authority said it has “sufficient information” to launch an initial probe after it sought input earlier this year on whether the deal would stifle competition.
The CMA has until Dec. 19 to decide whether to approve the deal or escalate its investigation.
“Google is committed to building the most open and innovative AI ecosystem in the world,” the company said. “Anthropic is free to use multiple cloud providers and does, and we don’t demand exclusive tech rights.”
San Francisco-based Anthropic was founded in 2021 by siblings Dario and Daniela Amodei, who previously worked at ChatGPT maker OpenAI. The company has focused on increasing the safety and reliability of AI models. Google reportedly agreed last year to make a multibillion-dollar investment in Anthropic, which has a popular chatbot named Claude.
Anthropic said it’s cooperating with the regulator and will provide “the complete picture about Google’s investment and our commercial collaboration.”
“We are an independent company and none of our strategic partnerships or investor relationships diminish the independence of our corporate governance or our freedom to partner with others,” it said in a statement.
The U.K. regulator has been scrutinizing a raft of AI deals as investment money floods into the industry to capitalize on the artificial intelligence boom. Last month it cleared Anthropic’s $4 billion deal with Amazon and it has also signed off on Microsoft’s deals with two other AI startups, Inflection and Mistral.