GAMING INDUSTRY: THE NEED FOR REGULATIONS By - Jayashre Elangovan
GAMING INDUSTRY: THE NEED FOR REGULATIONS
Authored By - Jayashre Elangovan
School Of Law
Abstract
Gaming
industry is one of the fast-growing industries in India. With the enormous
growth there are rising psychological disorders and crimes. As per American
Psychological Association, video games can lead to increased aggression in a
person. Some games have even instigated the players to commit suicide or even
murders. One of the popular cases which made a huge spur was the Blue Whale.
Online games include high stake gambling that are considered illegal are
governed by law like Lotteries(Regulation) Rules 2010 and Public Gambling Act
of 1867 .The general laws like Information and Technology act of 2000 and the
Indian Penal Code for the crimes committed by the player are available, but
there is rarely any liability on the game creators. Therefore, through this
paper the author tries to analyse ways through which games can be regulated
before entering into the market through analysing whether there are any
measures taken by any other country to regulate this problem or any suggestion
by any author through articles, blogs, papers etc. There are philosophies which
govern prohibition of certain things which may influence the society in a bad
way. This paper also analyses why not the same philosophies can be applied be
in video and online gaming which have similar impact. Through this study we try
to find whether regulations can be implemented to reduce the crimes and ensure
the mental safety of the players playing them and whether there are rules
regulating these games in other countries and hoe useful are they in reducing
these crimes. At the end of this paper the author tries
to conclude that the government lacks laws to regulate the gaming industry and
recommend ways to reduce the crime caused due the games.
Keywords: Gaming industry, Aggression, Game creator,
Philosophy, Regulations
Introduction
The gaming
Industry is one of the fastest-growing industries in India. India currently has
more than 400 million and more than 500 gaming studios in India.[1] Also, the pandemic saw a huge spike in
the number of gamers. Its value is estimated to be $3.9 billion in 2025, as
stated in the KPMG report.[2] Gaming has led to increased crimes like
spreading inappropriate content to viewers for whom it is not meant, gambling,
cyberbullying, sexual abuse, and addiction, which lead to physical problems
like insomnia, heart-related problems, cancers due to the blue light, and
fraud. Nowadays, the increase in smartphones and the importance of the internet
everywhere due to digitalization have increased crimes. These crimes have been
considerably more in children. Children are exposed to pornography,
cyberbullying, and violence which leads to many behavioural issues, which in
turn results in crime like the online game pub, due to which cases have been
registered for fraud, cyberbullying, murder, etc. According to the American
Psychological Association's Journal of Personality and Social Psychology,
violent games may make the player game more aggressive. They may worsen the
condition of people who are already short-tempered. Around 85% of the games in
the market are violent. [3]But there is no specific law governing
video games or online gaming except for some umbrella provisions to govern only
some aspects of online gaming, like the Information and technology act. At the
same time, it is also seen that many games are dangerous for people; but there
is no specific legislation to govern the games. Due to the increase in children
attracted to the more violent game, the United States of America has implemented
a voluntary rating system that mandates the company to rate the game designed
and produced by the company. In return, the companies have also proposed an
Entertainment Software Rating Board to impose a limitation on the gaming
industries.[4]
Gaming
And Its Impact
In 2018 the
World Health Organisation defined gaming disorder as a pattern of gaming
behaviour characterized by impaired control over gaming, increasing priority
given to gaming over other activities to the extent that gaming takes precedence
over other interests and daily activities, and continuation or escalation of
gaming despite the occurrence of negative consequences[5]. Many games trigger players to involve
in real-life crimes. From the time the technology has developed, the graphics
have also improved. They include crimes that involve violence, sexually
inappropriate content, religious outrage, inaccurate portrayal of religion,
gender, sexual orientation, nationality, ethnicity, race, cyberbullying, and
online harassment. There are already laws governing the games which involve
betting and gambling, with the Public Gambling Act of 1867[6] which restricts people from betting or
running a betting house since it is classified as a game of luck and not a game
of skill but has some exceptions to it that includes betting on a horse or a
dog house, games of 'mere' skill and lotteries but this also does not include
online gambling. Still, under the Sikkim Online Gaming (Regulations) Act of
2008, [7]the government allowed certain licensed
authorities for online gambling. These types of gambling are prohibited due to
the problem of addiction it poses to lavishly exhaust money by betting.
A similar
threat of addiction to video games has been noticed. Online gaming poses
health-related problems, and there have been cases of children using a large
amount of money on the game without their parent's knowledge. Cyber-attacks
have increased. In 2020 over 240 million web applications were attacked, which
considerably increased due to the pandemic's digital uprise. [8]They used sensitive information and also
the information used for in-app purchases. These players enjoy more by
purchasing game characters and the tools in the game; a news article also
reported that a person purchased a character worth $14 million, which is done
through micro-transactions since games allow money transactions through
microtransactions.[9]
Cases Of
Violence Influenced By Games
Pub G is
one of the games played by many people but was later banned during the conflict
between China and India under section 69A of the IT Act. Crimes have been
reported due to addiction to a particular game[10]. In 2019 a man stabbed his friend, who
refused to give him his phone to play.[11] In Maharashtra, Bhiwandi, a 15-year-old
boy stabbed his elder brother when he restricted him from playing Pub G. In
Andhra Pradesh. A 14-year-old boy committed suicide as their parents scolded
him for playing. A 16-year-old also staged his kidnap to receive a ransom from
his parents after confiscating his phone.[12]
Another
game that caused a stir due to one of the tasks to make the player commit
suicide was Blue Whale. This game was first introduced in Russia. In 2017 more
than 170 deaths were reported around the world due to the game. The creator of
the game claimed that he wanted to wipe out the 'weak.'[13]
A man from
West America made the cops chase him under the influence of LSD by stealing
multiple vehicles on the way, thinking he was playing grand theft auto.[14]
An American
murderer Devin Moore was accused of car theft but had no criminal record. After
being booked, he grabbed the gun from the police officer and shot them. in
court. His lawyers argued that his action was due to childhood physical and
mental abuse and affinity to his exposure to violent video games. After his
trial, he also made a statement showing us the impact games have on the
players: "Life is a video game. You've gotta die sometime."
Pavel
Mateev, a 15-year-old who is said to be addicted, reportedly would inflict
serious head injuries with a chainsaw after losing the game.
Nikolas
Cruz, who was convicted of shooting 17 students and the staff of Marjory
Stoneman Douglas High School located in Parkland, Florida, has been reported
that for a language arts class, he wrote a story 'Die, Die, Die, and has been
reported to be inspired by the game' call of duty since he was an addict of
such violent video games.[15]
They are
more problem-associated with gaming though there is no solid data to support
its negative impact on players. But enough crimes are reported due to the
games, which shows the influence of over-addiction to video gaming. Due to
this, even China has imposed restrictions on gaming by children. Some Chinese
newspapers have also compared gaming with 'opium.' The government also
restricted gaming to people younger than 18 between 8 pm and 9 pm on Fridays,
Saturdays, Sundays, and public holidays.[16] However, this policy seems to affect
many tech and gaming companies' profit but saves many people's lives. Similar
restrictions should be imposed even in India, though it is difficult to impose.
When China which has more gamers than India, can impose them, there is a great
possibility of imposing similar restrictions even in India. Apart from the
abovementioned restriction, a censor board has to be established to scrutinize
the game before entering the market. Games like Blue Whale would not have taken
so many lives if such a board had been established. There are laws in India,
but they govern only the game of chance, and after the boom of the internet,
there have been various online gaming that comes, even those games which were
played outside in the field, have come on our screens. The Information and
Technology Act [17]and the Indian Penal Code [18]govern only the criminal aspect of
games. The IT Act also protects the players' information but still, without the
Data Protection Bill, there is no guarantee of the security of the players'
information. However, implementing regulations would prevent these games from
affecting the people coming from the market. It is said that banning a game
would have very less impact on the players since there are similar games
available in the market, and banning comes into the picture only after the
damage has already been done. Therefore a censor board will prevent such
damage.
Philosophy
In this
case, we could apply the harm principle by the English philosopher John Stuart
Mill, mere social disapproval to a person's action to be condemned.[19] In this situation, there is not much
disapproval of gaming itself, but it creates a huge spur when there is a large
number of people being affected by it since these games promote violence and
thus affect others too. It can also be said that "Your freedom to swing
your fist ends where my nose begins." The harm principle states that an
action that harms another is not only wrong but wrong enough that the state can
intervene to prevent that harm from occurring. [20]According to this theory, there is a
need for the government to interfere in this case to make certain regulations
on the gaming industry regarding content. Though they might have
self-regulations, they can easily be adjusted to their liking and are available
for manipulation for the company to increase their profit. Therefore government
regulations for the companies to follow strictly.
Conclusion
Thus, we can say that
gaming which currently is not covered under any specialized law, should be regulated
through the introduction of laws governing the entry of games into the market
according to John Stuart Mill's principle of harm due to the degree of harm it
poses due to the addiction of playing such games or the influence it has on
people which blurs the gamers view on reality and the gaming world when we look
into the cases. Therefore there is a need to govern the gaming sector. Thus a
regulatory body can also be established which shall govern the game and the
psychological effects it can have on the players. E-gaming is an important
sector that needs to be looked into since the generation is gone where children
can be seen in the streets playing; now they are in the virtual world gaming
and socializing. Though gaming does help people in many ways, it does have a
dark side to it, and this is the side that has to be regulated for the safety
of gamers. The crimes go beyond addiction and bad influence. It also serves as
a source for various other crimes like information theft, obscenity, financial
crimes, etc... Since the gaming sector has become a source of crimes, they have
to be regulations in place to govern it. Since the gaming sector has seen a
rapid growth, especially during the pandemic, the developments and the downfall
or the changes in the society will also have an impact on the economy too now.
Therefore the provisions that have to be estab
[1]
Dilsher Dhupia, Gaming Industry in India-Invest in Gaming Companies,
https://www.investindia.gov.in/sector/media/gaming, Sep 26,2022
[2] Big Bang Growth Of India’s Gaming Industry, the
economic times,
https://economictimes.indiatimes.com/news/international/business/big-bang-growth-of-indias-gaming-industry/articleshow/92053190.cms,
Sep 26, 2022
[3] American Psychological Association, Violent video
games can increase aggression,
https://www.apa.org/news/press/releases/2000/04/video-games, Sep 26, 2022,
[4] Mark Hughes, Infoplease, Video Game Rating System, Sep
26, 2022,
https://www.infoplease.com/culture-entertainment/toys-games/video-game-rating-system
[5]
World Health Organisation, https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder#:~:text=For%20gaming%20disorder%20to%20be,for%20at%20least%2012%20months.
Sep 26, 2022
[6]
The Public Gambling Act 1867, Central act no. 3 of 1867
[7]
The Sikkim Online Gaming (Regulation) Act, 2008 Act no. 23 of 2008
[8]
Computer weekly.com:
https://www.computerweekly.com/news/252503205/Video-game-industry-under-relentless-cyber-attacks:
last visited Sep 26 ,2022
[9] Crime among city youths due to online gaming a
concern: Times of India
https://timesofindia.indiatimes.com/city/jaipur/crime-among-city-youths-due-to-online-gaming-a-concern-cops/articleshow/81728208.cms:
Sep 27, 2022
[10]
The Information and Technology Act of 2000 sec 69 A No. 21, Acts of Parliments,
2000 (India)
[11] Guns, Chicken Dinner and Murder:
Gruesome crimes committed by PUBG addicts in India: The New Indian Express https://www.newindianexpress.com/galleries/nation/2019/nov/12/guns-chicken-dinner-and-murder-gruesome-crimes-committed-by-pubg-addicts-in-india-102634--1.html
Sep 27 , 2022
[12] Id
[13] Joyshree Baruah: Blue Whale: Blue Whale
Challenge and other 'games' of death: The Economic Times: https://economictimes.indiatimes.com/magazines/panache/blue-whale-challenge-and-other-games-of-death/articleshow/60135835.cms
: Sep 27, 2022
[14] Everton Bailey: Car thief on LSD thought he was
playing 'Grand Theft Auto' as he led cops on chase, police say: Oregon Live:
https://www.oregonlive.com/pacific-northwest-news/2018/06/car_thief_on_lsd_thought_he_wa.html
Sep 30, 2022
[15] James Cahill: Top 10 Violent Crimes Tied
to Video Games; Listverse; :https://listverse.com/2017/10/28/top-10-violent-crimes-tied-to-video-games/ Sep 30, 2022
[16] The World Economic Forum; https://www.weforum.org/agenda/2021/09/what-s-behind-china-s-video-game-restrictions/; Oct 6, 2022
[17]
Supra, 8
[18]
The Indian Penal Code Act No, 85 of 1860
[20] FutureLearn; https://www.futurelearn.com/info/courses/introducing-humanism/0/steps/37114 Oct 6, 2022