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During a hearing before a sub-committee of the US Senate this week, New Hampshire Senator Maggie Hassan questioned the commissioners of the Federal Trade Commission on video game loot boxes – their prevalence and the fact that stricter monitoring may be necessary. "The surprise boxes are now endemic in the video game industry and are present in all types of games, from casual smartphone games to the latest high-budget video game releases," she said at the time. Senate Commerce, Science and Transportation Subcommittee hearing on Tuesday. According to the latest research estimates, the surprise boxes will represent a $ 50 billion industry by 2022. "She then asked the Commissioners whether they would be willing to look more closely at their use in the future. video games.
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A number of headlines today announced that the FTC would "investigate" the surprise boxes, but it should be noted that the agency does not appear to have given a complete indication as to the details. Nevertheless, the different actors are already responding accordingly.
<p class = "canvas-atom-canvas-text Mb (1.0em) Mb (0) – sm Mt (0.8em) – sm" type = "text" content = "The Entertainment Software Association, for example, sent this statement position on loot boxes at Polygon following this Senate hearing. The trade group tries to refute the insinuation left in the hearing that looted boxes represent a form of gambling that, of course, should be strictly regulated: "Loot boxes are a means by which players offer. Contrary to the assertions, chests are not games of chance. They have no real value, players always receive something that enhances their experience and they are entirely optional to purchase. They can enhance the experience of those who choose to use them, but have no impact on those who do not. "" Data-reactid = "23"> The Entertainment Software Association, for example, sent this position statement on the loot boxes to Polygon following this Senate hearing. The trade group tries to refute the insinuation left in the hearing that looted boxes represent a form of gambling that, of course, should be strictly regulated: "Loot boxes are a means by which players offer. Contrary to the assertions, chests are not games of chance. They have no real value, players always receive something that enhances their experience and they are entirely optional to purchase. They can enhance the experience for those who choose to use them, but have no impact on those who do not. "
Problems related to object chests certainly tend to occur on a regular basis and then arouse the interest of government officials without too much aggressive follow-up (at least in public). Hassan, for example, also raised this issue earlier this year with the FTC commissioners, asking if they would consider the issue. As they did this week, they also said yes at the time, with no indication in the news since then.
<p class = "canvas-atom-canvas-text Mb (1.0em) Mb (0) – sm Mt (0.8em) – sm" type = "text" content = "Nevertheless, the problem continues to illuminate. For example, in recent days, Square Enix had to remove three of its digital channel games in Belgium, which later confirmed the company was bound by the rules of the country in terms of cans. Kotaku noted today, Star Wars: Battlefront II has also completely revised his system after collecting feedback from fans and has moved away from boxes of loot "pay to win". "data-reactid =" 25 "> However, the problem is getting brighter in recent days, Square Enix has had to remove three of its games digital channels in Belgium, which later was confirmed by the company as being tied to the country's rules of boxing. Kotaku noted today, Star Wars: Battlefront II has also completely revised his system after collecting feedback from fans and has moved away from the "pay to win" loot boxes.
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