A Legal Perspective on the Business of Games
summary
European privacy law applies to IP addresses, hardware and telemetry (including anti‑cheat scans of running processes), not just names; regulators enforce consent UX (button size/visibility) and child‑targeting rules, with fines ranging from ~$150k to $170M. Video play rises during COVID are large — 75% increase in US use and Unity: +46% desktop, +17% mobile — so scrutiny grows. Loot boxes face EU/UK probes, PEGI/ESRB disclosure rules and US class actions; a Paris high court resale ruling allowing resale of bought digital games is on appeal.
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chapters (13)
- 0:00Start
- 3:32Quick Recap: How should the Gaming industry be regulated?
- 4:28What is happening in the world?
- 25:06a)- EU Copyright Directive
- 31:293(b) - P2B Regulation
- 34:183(c) - Digital Services Act: Overview
- 35:173(c) - Digital Services Act: Social Media Measures
- 36:14Loot Boxes
- 40:14PEGI ratings
- 41:05VR specific issues
- 46:59Resale of digital content?
- 48:53Consumer Protection: In App Purchases
- 49:51Consumer Protection: Principles for online and app-based
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