Counterplay: Circumventing the Belgian Ban on Loot Boxes by Adolescents

peer reviewed ; In 2018, Belgium made the world news for being the first country to ban loot boxes in games for all its inhabitants. As players’ freedom to purchase loot boxes was restricted, however, methods of circumventing the ban came into practice. Departing from counterplay theory, we drew from an online survey among Belgian adolescents aged 11 18 with two questions in mind: what counterplay practices are used to circumvent the Belgian ban on loot boxes, and how do counterplayers (N = 124) compare to non counterplayers (N = 329) in terms of their engagement with loot boxes and games more... Mehr ...

Verfasser: Denoo, Maarten
Dupont, Bruno
Grosemans, Eva
Zaman, Bieke
De Cock, Rozane
Dokumenttyp: conference paper
Erscheinungsdatum: 2023
Verlag/Hrsg.: Association for Computing Machinery (ACM)
Schlagwörter: Computer Networks and Communications / Human-Computer Interaction / Social Sciences (miscellaneous) / Social & behavioral sciences / psychology / Communication & mass media / Arts & humanities / Sciences sociales & comportementales / psychologie / Communication & médias / Arts & sciences humaines
Sprache: Englisch
Permalink: https://search.fid-benelux.de/Record/base-27314277
Datenquelle: BASE; Originalkatalog
Powered By: BASE
Link(s) : https://orbi.uliege.be/handle/2268/308569

peer reviewed ; In 2018, Belgium made the world news for being the first country to ban loot boxes in games for all its inhabitants. As players’ freedom to purchase loot boxes was restricted, however, methods of circumventing the ban came into practice. Departing from counterplay theory, we drew from an online survey among Belgian adolescents aged 11 18 with two questions in mind: what counterplay practices are used to circumvent the Belgian ban on loot boxes, and how do counterplayers (N = 124) compare to non counterplayers (N = 329) in terms of their engagement with loot boxes and games more broadly? Our findings suggest that counterplayers resist current regulatory arrangements in a myriad of ways, delineating the boundaries of a national ban in a global game ecology. Counterplayers appeared to differentiate themselves from non counterplayers both in terms of depth characteristics (sense of belonging to an online community, perceived gaming ability, gaming disorder, and risky loot box use) and breadth characteristics (frequency of skin betting, selling loot box rewards, and (re)watching loot box opening livestreams). Ultimately, our study may tease out debate on how to regulate games successfully in the face of players’ technical abilities and motivation to gain access. ; Gam(e)(a)ble