O sistema de Loot Boxes e os jogos de azar
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10362/152847 |
Resumo: | Increasingly, the virtual universe and its resources are inserted in the daily lives of individuals and social relationships, being a phenomenon to which the Law, as well as other fields of knowledge, directs its attention. Tracing the legal limits of the expansion of digital resources is a search that reaches the academy and the courts, aiming to guarantee the protection of individuals in different dimensions of their lives. It is in this context that loot boxes – also called “reward boxes” – are inserted, a mechanism created for the monetization of virtual games, in which players can buy keys that open such boxes, however, without knowing which item is stored in your insides. The randomness of this system and the strong adherence of the juvenile public, added to the high amounts spent by players in search of rare items, aroused the concern of several governments that started to see loot boxes as a potential form of gambling. On the other hand, defenders of the system claim that this association is erroneous, since the player-buyer does not lose, as there is always some reward inside the boxes. In this sense, this dissertation aimed to present an overview of the debate, starting from the conceptualization of games, their categories and social function, giving special emphasis to virtual games and their monetization as a practice of the games industry. The loot box system, its origin and impacts were presented so that it is possible to understand, further on, the scope of the legal-social discussion about it in different countries. Finally, as a case study, the case of Brazil is presented, analyzing the legislation in force in the territory and a lawsuit that calls for the prohibition of loot boxes. It was concluded that modifications to certain aspects of the loot box system, such as the way they are presented and the categories of rewards, can avoid the need for further regulation and a complete ban in countries where gambling is prohibited. In addition, it was concluded that Brazil lacks legislation aimed at the phenomenon and updates to the existing legal provisions for decision-making. |
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O sistema de Loot Boxes e os jogos de azaruma análise do fenômeno sob a ótica do DireitoLoot boxesJogos de azarMonetizaçãoLegislação brasileiraMicrotransaçõesGamblingMonetizationBrazilian legislationMicrotransactionsDireitoIncreasingly, the virtual universe and its resources are inserted in the daily lives of individuals and social relationships, being a phenomenon to which the Law, as well as other fields of knowledge, directs its attention. Tracing the legal limits of the expansion of digital resources is a search that reaches the academy and the courts, aiming to guarantee the protection of individuals in different dimensions of their lives. It is in this context that loot boxes – also called “reward boxes” – are inserted, a mechanism created for the monetization of virtual games, in which players can buy keys that open such boxes, however, without knowing which item is stored in your insides. The randomness of this system and the strong adherence of the juvenile public, added to the high amounts spent by players in search of rare items, aroused the concern of several governments that started to see loot boxes as a potential form of gambling. On the other hand, defenders of the system claim that this association is erroneous, since the player-buyer does not lose, as there is always some reward inside the boxes. In this sense, this dissertation aimed to present an overview of the debate, starting from the conceptualization of games, their categories and social function, giving special emphasis to virtual games and their monetization as a practice of the games industry. The loot box system, its origin and impacts were presented so that it is possible to understand, further on, the scope of the legal-social discussion about it in different countries. Finally, as a case study, the case of Brazil is presented, analyzing the legislation in force in the territory and a lawsuit that calls for the prohibition of loot boxes. It was concluded that modifications to certain aspects of the loot box system, such as the way they are presented and the categories of rewards, can avoid the need for further regulation and a complete ban in countries where gambling is prohibited. In addition, it was concluded that Brazil lacks legislation aimed at the phenomenon and updates to the existing legal provisions for decision-making.Cada vez mais o universo virtual e seus recursos inserem-se na vida cotidiana dos indivíduos e nas relações sociais, sendo um fenômeno para o qual o Direito, assim como outros campos de conhecimento, direciona sua atenção. Traçar os limites legais da expansão dos recursos digitais é uma busca que chega à academia e aos tribunais, objetivando garantir a proteção dos indivíduos em diferentes dimensões de suas vidas. É nesse contexto que se inserem as loot boxes — também denominadas “caixas de recompensa” —, um mecanismo criado para monetização de jogos virtuais, em que os jogadores podem comprar chaves que abrem tais caixas, no entanto, sem saber qual item está armazenado em seu interior. A aleatoriedade desse sistema e a forte aderência do público infantojuvenil, somadas às altas quantias gastas por jogadores em busca de encontrar itens raros, despertou preocupação de diversos governos que passaram a encarar as loot boxes como uma potencial modalidade de jogo de azar. Por outro lado, defensores do sistema alegam que essa associação é errônea, já que o jogador-comprador não perde, pois sempre há alguma recompensa dentro das caixas. Nesse sentido, a presente dissertação objetivou apresentar um panorama do debate, partindo da conceitualização de jogos, suas categorias e função social, dando especial ênfase aos jogos virtuais e à monetização destes como uma prática da indústria de games. Apresentou-se o sistema de loot boxes, sua origem e impactos para que se possa compreender, mais adiante, a amplitude da discussão jurídicosocial a seu respeito em diferentes países. Por fim, como estudo de caso, apresentase o caso do Brasil, analisando a legislação vigente no território e uma ação judicial que pede a proibição das loot boxes. Concluiu-se que modificações em determinados aspectos do sistema, tais como forma que são apresentadas e categorias de recompensas, podem evitar a necessidade de maior regulamentação e a proibição completa em países onde jogos de azar são proibidos. Além disso, concluiu-se que o Brasil carece de legislação direcionada ao fenômeno e de atualizações nos dispositivos legais existentes para a tomada de decisão.Martins, João ZenhaRUNTeixeira, Rúbio Araújo2023-05-17T10:35:48Z2022-09-262022-072022-09-26T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10362/152847TID:203096746porinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-11T05:35:19Zoai:run.unl.pt:10362/152847Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:55:04.911034Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
O sistema de Loot Boxes e os jogos de azar uma análise do fenômeno sob a ótica do Direito |
title |
O sistema de Loot Boxes e os jogos de azar |
spellingShingle |
O sistema de Loot Boxes e os jogos de azar Teixeira, Rúbio Araújo Loot boxes Jogos de azar Monetização Legislação brasileira Microtransações Gambling Monetization Brazilian legislation Microtransactions Direito |
title_short |
O sistema de Loot Boxes e os jogos de azar |
title_full |
O sistema de Loot Boxes e os jogos de azar |
title_fullStr |
O sistema de Loot Boxes e os jogos de azar |
title_full_unstemmed |
O sistema de Loot Boxes e os jogos de azar |
title_sort |
O sistema de Loot Boxes e os jogos de azar |
author |
Teixeira, Rúbio Araújo |
author_facet |
Teixeira, Rúbio Araújo |
author_role |
author |
dc.contributor.none.fl_str_mv |
Martins, João Zenha RUN |
dc.contributor.author.fl_str_mv |
Teixeira, Rúbio Araújo |
dc.subject.por.fl_str_mv |
Loot boxes Jogos de azar Monetização Legislação brasileira Microtransações Gambling Monetization Brazilian legislation Microtransactions Direito |
topic |
Loot boxes Jogos de azar Monetização Legislação brasileira Microtransações Gambling Monetization Brazilian legislation Microtransactions Direito |
description |
Increasingly, the virtual universe and its resources are inserted in the daily lives of individuals and social relationships, being a phenomenon to which the Law, as well as other fields of knowledge, directs its attention. Tracing the legal limits of the expansion of digital resources is a search that reaches the academy and the courts, aiming to guarantee the protection of individuals in different dimensions of their lives. It is in this context that loot boxes – also called “reward boxes” – are inserted, a mechanism created for the monetization of virtual games, in which players can buy keys that open such boxes, however, without knowing which item is stored in your insides. The randomness of this system and the strong adherence of the juvenile public, added to the high amounts spent by players in search of rare items, aroused the concern of several governments that started to see loot boxes as a potential form of gambling. On the other hand, defenders of the system claim that this association is erroneous, since the player-buyer does not lose, as there is always some reward inside the boxes. In this sense, this dissertation aimed to present an overview of the debate, starting from the conceptualization of games, their categories and social function, giving special emphasis to virtual games and their monetization as a practice of the games industry. The loot box system, its origin and impacts were presented so that it is possible to understand, further on, the scope of the legal-social discussion about it in different countries. Finally, as a case study, the case of Brazil is presented, analyzing the legislation in force in the territory and a lawsuit that calls for the prohibition of loot boxes. It was concluded that modifications to certain aspects of the loot box system, such as the way they are presented and the categories of rewards, can avoid the need for further regulation and a complete ban in countries where gambling is prohibited. In addition, it was concluded that Brazil lacks legislation aimed at the phenomenon and updates to the existing legal provisions for decision-making. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-09-26 2022-07 2022-09-26T00:00:00Z 2023-05-17T10:35:48Z |
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info:eu-repo/semantics/publishedVersion |
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