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PEGI to Rate Games with Loot Boxes as 16+ from June

PEGI to Rate Games with Loot Boxes as 16+ from June

The Pan-European Game Information (PEGI) age rating system will classify video games containing paid random items, commonly known as loot boxes, as suitable only for players aged 16 and over. This policy change, announced as part of broader updates to the rating system, will apply to all new games submitted for classification from June 2024 onwards.

Details of the New Rating Policy

PEGI’s decision marks a significant shift in how the European games rating body addresses the long-debated issue of loot boxes. These virtual items, which players can purchase with real money to receive random in-game rewards, will now trigger an automatic PEGI 16 rating. The change is part of sweeping modifications to the age rating system designed to provide clearer guidance to consumers, particularly parents.

The new criteria will be applied prospectively. This means the rule applies to games submitted for a PEGI rating after the June implementation date. Existing games already on the market with a lower age rating will not be re-rated under the new standard unless the publisher submits the game for a new classification.

Context and Regulatory Background

Loot boxes have been a focal point for consumer protection agencies and policymakers worldwide for several years. Critics argue the mechanics resemble gambling, as players spend money without knowing the specific reward they will receive. Several countries, including Belgium and the Netherlands, have taken regulatory action, with some classifying certain loot box implementations as illegal gambling.

PEGI, which is used in over 38 European countries, had previously used a “In-Game Purchases” descriptor to warn consumers about games containing optional spending. The move to a specific age rating for paid random items represents a stricter, more prominent form of consumer information.

Industry and Expert Reaction

The games industry has generally acknowledged the need for clearer consumer information. Industry groups have often emphasized parental controls and transparency over outright bans. The new PEGI rule is seen as aligning with this approach by providing a more forceful signal about game content.

Leon Y. Xiao, a researcher specializing in video game law and loot box regulation, described the decision as “welcome” but noted a potential limitation. In commentary, Xiao suggested the changes should be applied retrospectively to all games containing the feature, not just new submissions, to ensure uniform protection for all players.

Implications for Players and Publishers

For players and parents, the change will make games with paid random items more easily identifiable on store shelves and digital storefronts. The prominent “16” age rating is more noticeable than the smaller “In-Game Purchases” icon previously used.

For game publishers and developers, the policy necessitates a review of upcoming titles. Games featuring loot boxes or similar mechanics targeting a younger audience may require design adjustments or a marketing shift to accommodate the higher age classification. The rule does not ban the mechanic but increases the age threshold for its use.

Looking Forward

The implementation of the PEGI 16 rule for loot boxes in June is a definitive step, but it is unlikely to be the final regulatory development on the issue. Legislators in multiple jurisdictions, including the United Kingdom, are still considering potential statutory regulations for loot boxes. The European Union is also examining broader digital fairness and consumer protection laws that could impact game design. The industry’s adaptation to this new age rating standard will be closely watched by regulators as they evaluate the need for further action.

Source: GamesIndustry.biz

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