By Piers on October 16, 2017
https://www.gamasutra.com/view/news/307428/Loot_boxes_dont_count_as_gambling_in_the_ESRBs_books.php
I saw this piece in the News of the Week and found it interesting. The ESRB, which establishes age and content ratings for video games, has reasoned that loot boxes do not constitute gambling because the player is always guaranteed to win something–i.e. there is no risk of loss. While the particular item or skin that the player receives may not have been the one that he or she was hoping for, the player is still getting something.
Dictionary.com defines gambling as “the activity or practice of playing at a game of chance for money or other stakes”. Merriam-Webster’s definition is “to play a game for money or property; to bet on an uncertain outcome”. Wikipedia provides a more expansive definition: “Gambling is the wagering of money or something of value (referred to as ‘the stakes’) on an event with an uncertain outcome with the primary intent of winning money or material goods. Gambling thus requires three elements to be present: consideration, chance and prize”.
In my mind, the ESRB’s logic is at least defensible. The definitions don’t appear to require the player to be at risk of not winning anything at all. Another commentator was not so convinced, writing, “That’s ludicrous. Would roulette not be gambling if they guaranteed you a breath mint for every spin?”. There’s another way of looking at it, too. While it’s true that, technically speaking, the player always wins when opening a loot box, another party also always wins: the house (i.e. the game developer). If I spend $3.00 to open a crate in CS:GO (no comment as to whether I’ve actually done this…) and finally get that Chantico’s Fire M4A1-S StatTrak, then I’ve certainly won. But the game’s developer, Valve, hasn’t lost anything. They don’t have one less skin to dole out. Skins–or whatever the loot box reward may be–are not some finitely limited piece of tangible property. They’re just files that Valve can reproduce as many times as they want with the click of a button. Valve doesn’t care which skin I win because every skin is equally valueless to them. All they care is that I’ve just paid them $3.00.
You can easily contrast this to the roulette example. If I were to bet $1 and lose, then I receive nothing in return. If I were to win $100, though, then that $100 comes directly out of the casino’s pocket. The casino is hoping that I lose because it’s best for its bottom line.
For me, the issue is not so much whether loot boxes constitute gambling according to the strict definition. Rather, the practice itself can simply be predatory and contrary to the ethos of gaming.
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By Jon Festinger on October 15, 2017
Had a great time doing a talk and a panel at the VGBA Summit North last week. Slides from the talk are below. For students in Video Game Law they are mostly redundant (by design) with our Week 5 class, although there are some notable deviations. They are really intended for attendees of the Summit in case they are interested.

Jon
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By Idan Yaron on October 12, 2017
TL;DR – video game company sues cheating gamers for copyright infringement.
I find this one really annoying. Shouldn’t they invest the money in making their product better instead of spending money on legal fees, chasing gamers? is this the right approach against cheaters? are they so beaten up?
I don’t completely understand the reciprocation between cheating and copyright infringement, but I do know that this comment from the company regard the issue doesn’t have anything to do with copyright infringement:
“When cheaters use aimbots or other cheat technology, they ruin games for people who are playing fairly”
Idan
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By Jon Festinger on October 11, 2017

Sponsored by McMillan LLP, Fasken Martineau and UBC’s Peter A. Allard School of Law, the Video Game Bar Association Summit North is coming to Allard Hall on October 12th and 13th. The Video Game Bar Association connects lawyers from across the globe who act in the interactive, gaming and social media space, holding annual events in LA, Germany and now, with this inaugural session, Vancouver! The summit is a day-and-a-half chock full of great courses and networking, discussing topics of interest to legal practitioners (and potential practitioners!) in the video game law, interactive entertainment, and social media space. The VGBA is bringing a number of prominent speakers from developers and publishers (like EA and Capcom), governments (like US Dept. of Commerce and Innovation, Sciecne and Economic Development Canada), industry associations (Electronic Software Association Canada), and law firms (including McMillan, Faskens and Blakes). Topics to be covered this year include: trade secrets, privacy, employment/immigration, the game business, contracts and negotiations, M&A, litigation, eSports and AR/VR/MR. A full schedule can be found at http://vgbasummit.org where you can learn more about the course and its topics.
Because UBC has graciously donated space to host the conference, the conference wanted to invite everyone in the Video Game Law course to attend! For students in Video Game Law, the course fee of C$300 will be WAIVED (yes, you read that correctly). You will still need to attend our class on Friday morning, but there is great content both Thursday afternoon (and a social mixer) as well as Friday afternoon that you are most welcome to attend. Please contact ryan.black@mcmillan.ca if you want to register.
Jon
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By Jon Festinger on October 11, 2017
We had a fluky confluence of events where I forgot to turn on my microphone and the usually reliable back-up desk microphone wasn’t working either. The result is that there is virtually no audio until Rob’s presentation which is clear as a bell. My talk is for lip-readers only I’m afraid. Usually there is one glitch a year. Hopefully this is ours.



Jon
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By Colomban on October 6, 2017
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I recently listened to an episode of Radiolab which covered the advancements of voice editing and motion capture (MoCap).It appears that technology has advanced to the point where it is possible, using only forty minutes of someone’s dialogue, to create fictional conversation using their voice.
Moreover, visual technological advancement have also made it possible to superimpose an actor’s facial expressions and mouth movement, and apply these movements to a video recording of someone else. The most notable example is a ‘face over’ of one of Barack Obama’s weekly White House Press conferences (https://www.youtube.com/watch?v=AmUC4m6w1wos).
The video game industry has long relied on voice actors and performance capture to create the narratives of a games’ campaign; cut scenes; playable characters etc. (notably Kevin Spacey in the COD: Advanced Warfare; or Last of Us: https://www.youtube.com/watch?v=ZdEPZ1VaP6k).
Consequently, small UK game developers Ninja Games have found themselves at the forefront of real time MoCap, as seen in the following ‘Hellblade’ clip:https://www.youtube.com/watch?v=F86pGRwsCAI.
This technology, along with Adobe’s mysterious new VoCo. speech development software, has profound implications. VoCo enables a user, using only 40 minutes of voice recording, to create entirely new speech using someone’s voice, despite that person never having actually spoken those words. Take a look for yourself: https://www.youtube.com/watch?v=I3l4XLZ59iw&t=1s.
The question then becomes ‘What rights does the actor retain over their image and voice when later used in game development or promotion, i.e. is the subsequent original content, created using their likeness and speech by real time MoCap and software such as VoCo, their property or the developer’s?
Who then becomes the author if applying Snow v Eaton Center to this case? Can video game actors be protected from detrimental modifications using an assertion of their moral rights? Can game developers and producers legally modify the images without restriction?
In a situation where fictional speech and MoCap is used to commit a tort, such as defamation, who is liable?
I am currently figuring out how this technology is going to impact the legal sphere, what do you guys think?
Cheers,
Colomban
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By Jon Festinger on October 3, 2017
Slides from Ian and I and video of the whole class below. Please skip over my annoying fiddling around with the microphone between 6:08 and 6:45.



Jon
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