House debates

Monday, 28 November 2022

Bills

Classification (Publications, Films and Computer Games) Amendment (Loot Boxes) Bill 2022; Second Reading

10:22 am

Photo of Andrew WilkieAndrew Wilkie (Clark, Independent) Share this | Hansard source

I move:

That this bill be now read a second time.

While my continuing campaign to call out the bad behaviour of the gambling industry is well known, today I want to sound the alarm about an insidious gateway to gambling that's being widely used to target our kids.

And that's what they call loot boxes, which is a video game feature where players pay to chance their luck at winning additional virtual assets to use during the game. This is gambling by any definition and is routinely being experienced by children and adolescents right around Australia. No wonder gambling companies are buying up online gaming companies.

In other words the outlay of money, an element of chance or risk, a tantalising prize and the psychological thrill of the anticipation—these are all features most people associate with poker machines or casino games, surely not with the games our children are playing.

But, despite researchers warning that these craftily created features are 'structurally and psychologically akin to gambling', they are still not being properly regulated.

And that's why today I'm introducing my Classification (Publications, Films and Computer Games) Amendment (Loot Boxes) Bill 2022,whichaims to regulate how computer, video and online games that contain these loot boxes are classified.

In essence the bill requires the Classification Board to consider loot boxes when classifying a game, and to set a minimum classification of R18+ or RC for games containing this feature in line with the fact that you must be 18 to legally gamble in Australia.

The amendments also require a warning to be displayed when games contain loot-box-type mechanisms. This means young people will be restricted from buying and playing games with these features, and parents will be able to easily identify when these rather surreptitious tactics are included in gameplay.

Many parents may not know that loot boxes feature in games such as Star Wars, Call of Duty, FIFA and even Mario Kart. Indeed research by the Australian Gaming Council found 62 per cent of the bestselling games contained loot boxes, and that all young people surveyed had played a game featuring loot boxes.

Disturbingly, the study also revealed that young people who had used loot boxes were more likely to have gambled in the last 12 months, gambled more frequently, spent more money gambling and suffered more gambling problems.

And those who played games with loot boxes alarmingly tended to have more positive attitudes towards gambling. This is consistent with the findings of the study, published in the Royal Society Open Science journal in August 2022, which surveyed more than 2,700 participants who bought video game loot boxes and uncovered a strong link between their purchase and problem gambling.

No wonder, when I flagged my intention to introduce this bill during the previous parliament, I was hit by a cascade of concern from the community, especially from parents who've watched their children succumb to addiction because of loot-box features in certain games.

One mother told me about her then 17-year-old son spending $3½ thousand in just eight weeks on loot boxes. He could not hold down a job because of his gaming addiction. Now, almost 24, her son still spends money on the online gaming platform Steam, at times haemorrhaging hundreds of dollars a day. The family, she says, has been through hell.

To use her words: 'What people don't understand is the brain of a gamer is exactly the same as that of a heroin addict. It's no different, it's a dopamine hit. Gaming companies employ experts to work with them to ensure that their games grab people's attention. The first levels are easy, then the gamer gets hooked and they want to go further.

'So the game throws up incentives, or loot boxes, to help the gamer get past that level that has stumped them for the past week, such as, "Buy this gun and you will get more points and be higher in the game; leave your "friends" now to go and have dinner and you will let your team down and they won't want you to play with them again." These companies are very smart and are making billions and it's wrong.'

Clearly we cannot continue to let our children to be groomed for future gambling in this way. No wonder governments around the world are beginning to wise up and take action, with loot boxes already banned in several countries as pressure rises for regulation in many others.

By tempting young players with the potential-to-win game-changing items, encouraging risk-taking behaviour for a possible reward, delivering random prizes on an intermittent basis and encouraging them to keep spending money, it's clear that loot boxes give rise to many of the same emotions and experiences associated with poker machines and other traditional gambling activities.

This problem has been on the radar of the parliament for many years, and it's time we did something about it.

Indeed, two Senate inquiries, in 2018 and 2020, found that loot boxes meet the 'the five established psychological criteria for gambling', and recommended the department of communications undertake a review of their use, and the eSafety Commissioner report on options to restrict their sale in Australia.

And now the Standing Committee on Social Policy and Legal Affairs is again looking at this. I look forward to reading the committee's final report, but I urge the government to act on this as a matter of urgency.

I do commend the former minister for communications, Paul Fletcher, for the previous government's commitment to require mandatory age classifications and warnings. And I note that the current communications minister, Michelle Rowland, has sought advice on whether further regulation is required. So I urge the government to take note of the research that has already been done as well as the compelling evidence that continues to emerge and to support this bill.

The evidence is clear. The government needs to step up and regulate these practices so young people aren't exposed to these insidious gambling tactics within their video games. The potential for long-term harm is undeniable. The changes proposed in my bill will go a long way to ensuring this predatory in-game behaviour is no longer allowed to continue unchecked.

I commend the bill to the House.

And in my remaining time I invite the member for Fisher, who is seconding the bill, to make some remarks. I take from him seconding the bill and hope that the opposition will also support my private member's bill.

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