Commonwealth of Australia Explanatory Memoranda

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CLASSIFICATION (PUBLICATIONS, FILMS AND COMPUTER GAMES) AMENDMENT (LOOT BOXES) BILL 2022

                           2022




THE PARLIAMENT OF THE COMMONWEALTH OF AUSTRALIA




             HOUSE OF REPRESENTATIVES




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




            EXPLANATORY MEMORANDUM
                           and
  STATEMENT OF COMPATIBILITY WITH HUMAN RIGHTS




                 Circulated by authority of
                    Andrew Wilkie MP


Classification (Publications, Films and Computer Games) Amendment (Loot Boxes) Bill 2022 OUTLINE This bill seeks to regulate how computer, video and online games which contain 'loot boxes' are classified. Loot boxes are features of interactive games containing undisclosed items that can be purchased with real currency. They can take the form of a virtual box, crate, prize wheel or similar mechanism and contain a prize or item which may or may not benefit the player. For example, a loot box might contain a particular character, additional play time or access to levels and game maps. As the rewards contained within these loot boxes can offer competitive advantages within the game, they carry significant value for players and may hold resale value. By tempting players with the potential to win game-changing items, encouraging risk- taking for possible reward, delivering random prizes on an intermittent basis, and encouraging players to keep spending money, loot boxes give rise to many of the same emotions and experiences associated with poker machines and traditional gambling activities. This is especially concerning as many games which contain these features are popular with adolescents and young adults. Despite this, loot boxes are not currently required to be considered in classification decisions nor are games required to advertise when they contain this feature. This bill remedies this by requiring the Classification Board to consider loot boxes when classifying a game. Further, the Board must set a minimum classification of R18+ or RC for games containing this feature, which will restrict children from purchasing and playing these games. The amendments also require a warning to be displayed when games contain loot boxes or similar features, so that they can be easily identified by parents and guardians. FINANCIAL IMPACT The bill will have no financial impact. NOTES ON CLAUSES Clause 1: Short Title This clause is a formal provision and specifies the short title of the bill as the Classification (Publications, Films and Computer Games) Amendment (Loot Boxes) Bill 2022. Clause 2: Commencement This clause provides for the commencement of the Act on the day after it receives Royal Assent.


Clause 3: Schedules This clause establishes that, as the intent of the bill is to be realised through amendments to another Act, the schedule of this bill will amend that Act accordingly. Schedule 1 Classification (Publications, Films and Computer Games) Act 1995 Item 1: After section 9A This item adds a new classification requirement for the Classification Board to consider when issuing classification guidelines. It does so by inserting an additional section, section 9B, which provides classification and consumer advice for computer games that contain loot boxes. 1. Subsection 9B(1) requires the Board to classify computer games which contain loot boxes as either R 18+ or RC. This means all computer games which contain loot boxes are legally restricted, and at a minimum can only be purchased, viewed and sold by consumers of 18 years old or above. 2. Subsection 9B(2) mandates that the packaging of games which contain loot boxes must express that they do so, ensuring it is clear for parents and guardians that the game in question contains the gambling-type feature. This will be incorporated into the pre-existing classification requirements which are required to be displayed on games packaging. 3. Loot boxes are defined as a feature of a computer game where digital containers of randomised virtual items, of varying value, can be obtained for consideration (subsection 9B(3)). Under this definition, the classification and consumer advice provisions only apply to loot boxes which require actual consideration to be paid to procure access to the feature, rather than capturing free or bonus features which don't require real currency to be paid. This includes circumstances where virtual currency has been purchased using real money, which is then used to buy the loot box. It is intended this definition is wide enough to capture features with a randomised reward function even when strictly not a 'box' or a 'crate', for example a virtual prize wheel. Item 2: Application of amendment 4. The amendments do not apply retrospectively and are only applicable to computer games classified after the bill comes into force.


STATEMENT OF COMPATIBILITY WITH HUMAN RIGHTS Prepared in accordance with Part 3 of the Human Rights (Parliamentary Scrutiny) Act 2011 Classification (Publications, Films and Computer Games) Amendment (Loot Boxes) Bill 2022 This bill is compatible with the human rights and freedoms recognised or declared in the international instruments listed in section 3 of the Human Rights (Parliamentary Scrutiny) Act 2011. Overview of the bill This bill seeks to regulate how computer, video and online games which contain 'loot boxes' are classified. Loot boxes are features of interactive games containing undisclosed items that can be purchased with real currency. They can take the form of a virtual box, crate, prize wheel or similar mechanism and contain a prize or item which may or may not benefit the player. For example, a loot box might contain a particular character, additional play time or access to levels and game maps. As the rewards contained within these loot boxes can offer competitive advantages within the game, they carry significant value for players and may hold resale value. By tempting players with the potential to win game-changing items, encouraging risk- taking for possible reward, delivering random prizes on an intermittent basis, and encouraging players to keep spending money, loot boxes give rise to many of the same emotions and experiences associated with poker machines and traditional gambling activities. This is especially concerning as many games which contain these features are popular with adolescents and young adults. Despite this, loot boxes are not currently required to be considered in classification decisions nor are games required to advertise when they contain this feature. This bill remedies this by requiring the Classification Board to consider loot boxes when classifying a game. Further, the Board must set a minimum classification of R18+ or RC for games containing this feature, which will restrict children from purchasing and playing these games. The amendments also require a warning to be displayed when games contain loot boxes or similar features, so that they can be easily identified by parents and guardians. Human rights implications By restricting certain games to players aged 18 or above, this bill restricts freedom of expression as it provides for classification and restriction of access to certain content. The freedom is curtailed on the basis of protection from harm. That is, restricting underage access to gambling-type gameplay. The measure itself is proportionate in that the content is not subject to a blanket ban, and the Board still retains some discretion as to the classification of the material. The proposed amendments are therefore reasonably proportionate to the legitimate purpose of protecting young people from exposure to gambling like game features.


Conclusion This bill is compatible with human rights because to the extent that it may limit human rights, those limitations are reasonable, necessary and proportionate. Andrew Wilkie MP


 


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