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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 林明昕 | zh_TW |
dc.contributor.advisor | Ming-Hsin Lin | en |
dc.contributor.author | 初怡芃 | zh_TW |
dc.contributor.author | Yi-Peng Chu | en |
dc.date.accessioned | 2023-07-19T16:17:52Z | - |
dc.date.available | 2023-11-09 | - |
dc.date.copyright | 2023-07-19 | - |
dc.date.issued | 2023 | - |
dc.date.submitted | 2023-05-06 | - |
dc.identifier.citation | 壹、中文部分
一、書籍 立法院公報處(2022),《立法院公報》,111卷74期,立法院。 李明哲(編)(2022),《2021年台灣文化內容產業調查計畫Ⅵ:遊戲、電競產業》,文化內容策進院。 陳子平(2016),《刑法各論(下)》,2版,元照。 廖義男(2021),《公平交易法》,元照。 盧映潔(2021),《刑法分則新論》,17版,新學林。 二、期刊論文 尤重道(2011),〈定型化契約之概念與法律效果暨實務見解分析〉,《消費者保護研究》,17輯,頁153-197。 牛曰正(2012),〈資訊揭露與公平交易法─以公平交易法第24條為核心〉,《公平交易季刊》,20卷4期,頁105-159。 牛曰正(2021),〈公平交易法第25條對不公平競爭之補充適用及其類型化之發展〉,《中原財經法學》,47期,頁173-260。 吳佳樺(2016),〈從社會變遷的角度論賭博罪之存廢〉,《思與言》,54卷3期,頁119-172。 李姿瑩(2020),〈數位平臺於消費者保護法之資訊揭露義務〉,《科技法律透析》,32卷12期,頁12-17。 官瑀婕(2014),〈網路使用者身分驗證機制研析─以電子支付機構國際立法及推動經驗為中心〉,《科技法律透析》,26卷11期,頁12-18。 林久羣(2019),〈虛擬轉蛋之法律定位問題研究〉,《德明學報》,42卷,頁63-73。 林彥志(2021),〈網路連線遊戲中虛擬轉蛋之行政管制─以臺灣與日本規範之比較為中心〉,《消費者保護研究》,25輯,頁195-227。 張天一(2018),〈新型態賭博方式於賭博罪章之適用問題──評臺灣臺北地方法院104年度簡字第158號判決暨臺灣高等法院104年度上易字第1975號判決〉,《裁判時報》,72期,頁41-50。 郭戎晉(2008),〈Gambling 2.0:美國「網路賭博」──兼論我國刑法對於網路賭博之評價〉,《科技法學評論》,5卷2期,頁147-190。 郭戎晉(2011),〈兒少安全網路環境法制之研究〉,《法學叢刊》,56卷1期,頁107-140。 郭戎晉(2012),〈從App軟體分級談跨平臺媒體內容分級制度之發展〉,《科技法律透析》,24卷9期,頁14-19。 陳忠五(2016),〈2015年消費者保護法修正評論〉,《台灣法學雜誌》,310期,頁3-30。 黃銘傑(1992),〈行政指導與日本獨占禁止法〉,《公平交易季刊》,創刊號,頁119-147。 廖義男(2017),〈夏蟲語冰錄(一一二)─足以影響交易秩序之欺罔或顯失公平之行為〉,《法令月刊》,68卷5期,頁130-156。 廖義男(2021),〈從公平交易法談不實廣告〉,《月旦法學雜誌》,309期,頁6-29。 劉姿汝(2019),〈論日本不實廣告之規範與運用─兼論對我國法之啟示〉,《公平交易季刊》,27卷4期,頁105-156。 三、學位論文 林久羣(2019),《虛擬轉蛋在日本與我國法適用之比較》,銘傳大學法律學系碩士班碩士論文。 林承學(2020),《網路世界中虛擬寶物之法律問題研究》,中國文化大學法學院法律學系碩士論文。 林珊妮(2017),《線上遊戲國內外相關法律問題研究─以精靈寶可夢為核心》,東吳大學法學院法律學系碩士在職專班涉外商務談判法律組碩士論文。 唐鈺涵(2022),《消費者保護法下網路連線遊戲服務之行政管制》,逢甲大學財經法律研究所碩士論文。 葛名翔(2013),《賭博罪正當性問題之研究─兼論其保護法益》,國立臺灣大學法律學院法律學研究所碩士論文。 魏徹(2021),《線上遊戲契約消費爭議問題之研究─以虛擬轉蛋為例》,國立臺北教育大學教育學院教育經營與管理學系文教法律碩士班碩士論文。 四、網路新聞報導及網路文章 Lucie(2021),〈遊戲橘子告丁特,《天堂M》紫布事件散佈不實資訊損商譽〉,《4GAMERS》,載於:https://www.4gamers.com.tw/news/detail/51324/gamania-sue-dinter。 Shelley(2021),〈懶人包|丁特槓「橘子」力推轉蛋法 網嗨:機率很亂管一下!〉,《TTshow》,載於:https://www.ttshow.tw/article/84429。 中央社(2022),〈線上遊戲將須公布轉蛋機率 消基會呼籲玩家查驗〉,《聯合新聞網》,載於:https://udn.com/news/story/7270/6644143。 中华人民共和国文化和旅遊部(2016),〈《文化部关于规范网络游戏运营加强事中事后监管工作的通知》有关问题的解读〉,載於:https://www.mct.gov.cn/whzx/zcjd/201612/t20161205_801865.htm。 公平交易委員會(2022),〈公平會首度就遊戲業者機率宣稱不實開罰!! 〉,載於:https://www.ftc.gov.tw/internet/main/doc/docDetail.aspx?uid=126&docid=17063&mid=126。 台灣遊戲自律資訊平台(2022),〈台灣遊戲自律資訊平台上線新聞發佈〉,載於:https://gisp.tgipa.org.tw/news_single.html?id=7。 行政院消費者保護會(2022),〈公布轉蛋中獎機率 保障遊戲玩家權益〉,載於:https://cpc.ey.gov.tw/Page/6C059838CA9744A8/adc0330c-bd72-416b-9ecf-08e6a9d339ec。 林柏廷(2023),〈不服遭公平會「開罰200萬新台幣」!遊戲橘子提行政訴訟〉,《三立新聞網》,載於:https://www.setn.com/News.aspx?NewsID=1265005。 歪力(2022),〈丁特狀告遊戲橘子,為《天堂M》消費爭議損害求償2070萬〉,《4GAMERS》,載於:https://www.4gamers.com.tw/news/detail/55137/dinter-bring-a-case-to-court-against-gamania。 陳君毅(2022),〈台灣躍升全球手遊第5大市場,Q1課金量上升!《天堂W》5個月就殺出重圍〉,《數位時代》,載於:https://www.bnext.com.tw/article/69202/sensor-tower-2022-mobile-game。 蔡雯如(2021),〈媽媽點開信箱驚見手遊帳單 手機借兒子慘刷30萬〉,《中時新聞網》,載於:https://www.chinatimes.com/realtimenews/20210209004976-260405?chdtv。 五、其他網站資料 Electronics Arts網站,「《Apex英雄》常見問題」,載於:https://www.ea.com/zh-tw/games/apex-legends/about/frequently-asked-questions。 GameLab網站,「首頁」,載於:https://gacha.gamelab.com.tw/。 i NEWS遊戲服務網網站,「平台文章」,載於:https://gameservice.org.tw/blog。 Xbox網站,「Xbox Game Studios的遊戲開箱原則」,載於:https://www.xbox.com/zh-TW/community/for-everyone/responsible-gaming/loot-boxes。 公共政策網路參與平臺網站,「台灣線上遊戲轉蛋法推動」,載於:https://join.gov.tw/idea/detail/ee5dd8b8-bdeb-4d5e-8315-bb0601169d68。 台灣遊戲自律資訊平台網站,「公開資訊揭露」,載於:https://gisp.tgipa.org.tw/expose_1.html。 台灣遊戲產業振興會網站,「本會簡介」,載於:https://www.tgipa.org.tw/introduction.html。 數位娛樂軟體分級查詢網網站,「機會型商品機率公布」,載於:https://www.gamerating.org.tw/Friendly?mid=50&itemid=5&group=29。 貳、日文部分 一、書籍 高橋則夫(2014),《刑法各論》,2版,成文堂。 二、研究報告及自律規約 日本オンラインゲーム協会(JOGA)(2016),〈オンラインゲーム安心安全宣言〉,https://japanonlinegame.org/wp-content/uploads/2017/06/business_method_guideline_2016.pdf。 日本オンラインゲーム協会(JOGA)(2016),〈ランダム型アイテム提供方式を利用したアイテム販売における表示および運営ガイドライン〉,https://japanonlinegame.org/wp-content/uploads/2017/06/JOGA20160401.pdf。 日本オンラインゲーム協会(JOGA)(2019),〈オンラインゲーム安心安全宣言〉,https://japanonlinegame.org/wp-content/uploads/2019/06/JOGA_declaration_2019.pdf。 日本コンピュータエンターテインメント協会(CESA)(2016),〈ネットワークゲームにおけるランダム型アイテム提供方式運営ガイドライン〉,https://www.cesa.or.jp/uploads/2016/release20160427.pdf。 日本コンピュータエンターテインメント協会(CESA)(2022),〈未成年の保護についてのガイドライン〉,https://www.cesa.or.jp/uploads/guideline/guideline20220401.pdf。 日本消費者庁(2016),〈オンラインゲームの「コンプガチャ」と景品表示法の景品規制について〉,https://www.caa.go.jp/policies/policy/representation/fair_labeling/pdf/120518premiums_1.pdf。 日本消費者庁表示対策課(2016),〈景品表示法への課徴金制度導入について〉,頁2,https://www.caa.go.jp/policies/policy/representation/fair_labeling/pdf/fair_labeling_181225_0002.pdf。 日本消費者委員会(2016),〈スマホゲームに関する消費者問題についての意見~注視すべき観点~〉,https://www.cao.go.jp/consumer/content/20171020_20160920_iken.pdf。 三、網路文章 津田岳宏(2014),〈パチンコ景品を「現金化」する仕組み「三店方式」にはどのような問題があるか?〉,《弁護士ドットコムニュース》,https://www.bengo4.com/c_18/n_2318/。 津田岳宏(2016),〈政府答弁書「パチンコは賭博罪にあたらない」、弁護士「カジノ法案が進むきっかけに」〉,《弁護士ドットコムニュース》,https://www.bengo4.com/c_1009/n_5421/。 萩原達也(2021),〈賭博罪の刑罰とは? 処罰対象になる賭け事とならない賭け事の違い〉,《ベリーベスト法律事務所》,https://keiji.vbest.jp/columns/g_other/4823/。 四、其他網站資料 日本オンラインゲーム協会(JOGA)ウェブサイト,「設立趣意」,https://japanonlinegame.org/about_joga/purpose/。 日本コンピュータエンターテインメント協会(CESA)ウェブサイト,「協会案内」,https://www.cesa.or.jp/about/index.html。 日本消費者庁ウェブサイト,「景品規制の概要」,https://www.caa.go.jp/policies/policy/representation/fair_labeling/premium_regulation/。 日本消費者庁ウェブサイト,「インターネット上の取引と「カード合わせ」に関するQ&A」,https://www.caa.go.jp/policies/policy/representation/fair_labeling/faq/card/。 日本消費者庁ウェブサイト,「表示規制の概要」,https://www.caa.go.jp/policies/policy/representation/fair_labeling/representation_regulation/。 日本消費者庁ウェブサイト,「不実証広告規制」,https://www.caa.go.jp/policies/policy/representation/fair_labeling/representation_regulation/misleading_representation/not_demonstrated_ad/。 日本参議院ウェブサイト,「第187回国会(臨時会)答弁書第45号(11/04/2014)」,https://www.sangiin.go.jp/japanese/joho1/kousei/syuisyo/187/touh/t187045.htm。 日本参議院ウェブサイト,「第196回国会(常会)答弁書第13号(02/20/2018)」,https://www.sangiin.go.jp/japanese/joho1/kousei/syuisyo/196/touh/t196013.htm。 參、英文部分 一、研究報告 Belgian Gaming Commission (BGC) (2018). Research Report on Loot Boxes. https://gamingcommission.paddlecms.net/sites/default/files/2021-08/onderzoeksrapport-loot-boxen-Engels-publicatie.pdf Cerulli-Harms, A., Münsch, M., Thorun, C., Michaelsen, F., & Hausemer, P. (2020). Loot Boxes in Online Games and Their Effect on Consumers, in Particular Young Consumers. https://www.europarl.europa.eu/RegData/etudes/STUD/2020/652727/IPOL_STU(2020)652727_EN.pdf Chris Grove (2016). Understanding Skin Gambling. https://www.thelines.com/wp-content/uploads/2018/03/Skin-Gambling-White-Paper-V2.pdf Federal Trade Commission (FTC) (2020). FTC Video Game Loot Box Workshop: Staff Perspective. https://www.ftc.gov/system/files/documents/reports/staff-perspective-paper-loot-box-workshop/loot_box_workshop_staff_perspective.pdf Netherlands Gaming Authority (NGA) (2018). Guide on Assessing Games of Chance. https://www.mygamecounsel.com/wp-content/uploads/sites/32/2018/04/guide_on_assessing_games_of_chance.pdf Netherlands Gaming Authority (NGA) (2018). Study into Loot Boxes: A Treasure or a Burden. https://kansspelautoriteit.nl/publish/library/17/study_into_loot_boxes_-_a_treasure_or_a_burden_-_eng.pdf Norwegian Consumer Council (NCC) (2022). Insert Coin: How the Gaming Industry Exploits Consumers Using Loot Boxes. https://storage.forbrukerradet.no/media/wp-content/uploads/2022/05/2022-05-31-insert-coin-publish.pdf 二、期刊論文 Azin, K (2020). How Pay-to-Win Makes Us Lose: Introducing Minors to Gambling through Loot Boxes. Boston College Law Review, 61(4), 1577-1612. Cariaga, S. (2020). Getting Away with Gambling: How Loot Boxes Sidestep American Gambling Laws. Liberty University Law Review, 15(1), 155-182. Castillo, D. J. (2019). Unpacking the Loot Box: How Gaming's Latest Monetization System Flirts with Traditional Gambling Methods. Santa Clara Law Review, 59(1), 165-202. Cermak, D. (2020). Micro-Transactions, Massive Headaches: International Regulation of Video Game Loot Boxes. Michigan State International Law Review, 28(2), 273-322. Clark, L. (2010). Decision-Making During Gambling: An Integration of Cognitive and Psychobiological Approaches. Philosophical Transactions of the Royal Society B, 365(1538), 319-330. Egielski, J., & Nolan, M. R. (2021). Don't Hate the Player, Hate the Game: Video Game Loot Boxes, Gambling, and a Call for Administrative Regulation. Hofstra Law Review, 50(1), 175-212. Evans, S. A. (2022). Pandora's Loot Box. George Washington Law Review, 90(2), 376-444. Griffiths, M. D. (2018). Is the Buying of Loot Boxes in Video Games a Form of Gambling or Gaming?. Gaming Law Review, 22(1), 52-54. Harish, A. (2022). The New Slot Machine: An International Perspective on Why the United States Should Learn to Stop Loving the Loot Box. Emory International Law Review, 36(1), 131-164. Hong, E. (2019). Loot Boxes: Gambling for the Next Generation. Western State Law Review, 46(1), 61-84. Jones, C. C. (2020). The Fox in the Henhouse: The Failure of the Video Game Industry's Self-Regulation with Regard to Loot Boxes. Chapman Law Review, 24(1), 245-302. Kimppa, K. K., Heimo, O. I., & Harviainen, J. T. (2016). First Dose is Always Freemium. ACM SIGCAS Computers and Society, 45(3), 132-137. King, D. L., & Delfabbro, P. H. (2016). Early Exposure to Digital Simulated Gambling: A Review and Conceptual Model. Computers in Human Behavior, 55, 198-206. King, D. L., & Delfabbro, P. H. (2018). Predatory Monetization Schemes in Video Games (e.g. 'Loot Boxes') and Internet Gaming Disorder. Addiction, 113(11), 1967-1969. Leonard, C. A., Williams, R.J., & Vokey, J. (2015). Gambling Fallacies: What are They and How are They Best Measured?. Journal of Addiction Research & Therapy, 6(4), 1000256. https://doi.org/10.4172/2155-6105.1000256 Liu, K. (2019). A Global Analysis into Loot Boxes: Is It Virtually Gambling. Washington International Law Journal, 28(3), 763-800. MacPhee, M. J. (2020). A New Form of Addiction: A Practical Regulatory Approach towards Randomized Reward Systems in Video Games to Protect Consumers from Gambling-like Practices. Washburn Law Journal, 59(1), 137-170. McDonough, R. E. (2019). Loot Boxes: It's a Trap. Northern Kentucky Law Review, 46(1), 62-86. Mistry, K. (2018). P(L)aying to Win: Loot Boxes, Microtransaction Monetization, and a Proposal for Self-Regulation in the Video Game Industry. Rutgers University Law Review, 71(1), 537-577. Moshirnia, A. V. (2018). Precious and Worthless: A Comparative Perspective on Loot Boxes and Gambling. Minnesota Journal of Law, Science and Technology, 20(1), 77-114. Nielsen, R. K. L., & Grabarczyk, P. (2019). Are Loot Boxes Gambling? Random Reward Mechanisms in Video Games. Transactions of the Digital Games Research Association, 4(3), 171-207. Okereke, W. (2020). Gamble-Boxes and Micro-Theft-Actions: Why Loot Boxes and Microtransactions Should Be Banned from Video Games. Thurgood Marshall Law Review, 45(1), 57-74. Prati, A. M. (2019). Video Games in the Twenty-First Century: Parallels between Loot Boxes and Gambling Create an Urgent Need for Regulatory Action. Vanderbilt Journal of Entertainment & Technology Law, 22(1), 215-250. Reyes, A. (2021). Open-World Regulation: The Urgent Need for Federal Legislation on Video Game Loot Boxes. Washington Journal of Law, Technology & Arts, 16(2), 87-136. Shen, J. (2020). The Predatory Nature of Loot Boxes and the Need for Governmental Regulation. UIC John Marshall Law Review, 53(4), 1085-1124. Shibuya, A., Teramoto, M., & Shoun, A. (2015). Systematic Analysis of In-game Purchases and Social Features of Mobile Social Games in Japan. Proceedings of the 2015 DiGRA International Conference. http://www.digra.org/wp-content/uploads/digital-library/137_Shibuya_etal_Systematic-Analysis-of-In-game-Purchases.pdf. Zendle, D. (2019). Problem Gamblers Spend Less Money When Loot Boxes are Removed from a Game: A Before and After Study of Heroes of the Storm. PeerJ, 7, e7700. https://doi.org/10.7717/peerj.7700 Zendle, D., Cairns, P., Barnett, H., & McCall, C. (2020). Paying for Loot Boxes is Linked to Problem Gambling, Regardless of Specific Features like Cash-Out and Pay-to-Win. Computers in Human Behavior, 102, 181-191. Zendle, D., Meyer, R., & Over, H. (2019). Adolescents and Loot Boxes: Links with Problem Gambling and Motivations for Purchase. Royal Society Open Science, 6(6), 190049. https://doi.org/10.1098/rsos.190049 三、網路新聞報導及網路文章 Chalk, A. (2018). CS:GO Players in Belgium and the Netherlands Can No Longer Open Loot Cases. PC Gamer. https://www.pcgamer.com/csgo-players-in-belgium-and-the-netherlands-can-no-longer-open-loot-cases/ Corden, J. (2018). Confirmed: EA Has Removed All Microtransactions from Star Wars Battlefront II (Update). Windows Central. https://www.windowscentral.com/it-looks-ea-has-removed-all-microtransactions-star-wars-battlefront-ii Dealessandri, M. (2021). Loot Boxes to Generate $20bn by 2025. GamesIndustry.biz. https://www.gamesindustry.biz/articles/2021-03-09-loot-boxes-to-generate-usd20bn-by-2025 Entertainment Software Association (ESA) (2019). Video Game Industry Commitments to Further Inform Consumer Purchases. https://www.theesa.com/news/video-game-industry-commitments-to-further-inform-consumer-purchases/ Entertainment Software Rating Board (ESRB) (2018). ESRB to Begin Assigning “In-Game Purchases” Label to Physical Video Games. https://www.esrb.org/blog/esrb-to-begin-assigning-in-game-purchases-label-to-physical-video-games/ Entertainment Software Rating Board (ESRB) (2020). Introducing a New Interactive Element: In-Game Purchases (Includes Random Items). https://www.esrb.org/blog/in-game-purchases-includes-random-items/ Fahey, R. (2003). IDSA Out, ESA in as Trade Body Changes Name. GamesIndustry.biz. https://www.gamesindustry.biz/idsa-out-esa-in-as-trade-body-changes-name Federal Trade Commission (FTC) (2019). Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes. https://www.ftc.gov/news-events/events/2019/08/inside-game-unlocking-consumer-issues-surrounding-loot-boxes Fernandez, M. (2017). ‘Star Wars’ Video Game Microtransactions Ignite Controversy. Variety. https://variety.com/2017/digital/news/star-wars-video-game-controversy-microtransaction-loot-box-1202621913/ Gach, E. (2017). Meet the 19-Year-Old Who Spent Over $10,000 on Microtransactions. Kotaku. https://kotaku.com/meet-the-19-year-old-who-spent-over-10-000-on-microtra-1820854953 Gera, E. (2019). ‘Heroes of the Storm’ Is Getting Rid of Paid Loot Boxes. Variety. https://variety.com/2019/gaming/news/heroes-of-the-storm-patch-1203167589/ Gilbert, B. (2018). The Latest Major 'Star Wars' Game Finally Dropped Its Most Controversial Aspect - But It May Be Too Late. Insider. https://www.businessinsider.com/star-wars-battlefront-2-drops-loot-boxes-2018-3 Kuchera, B. (2017). Apple Adds New Rules for Loot Boxes, Requires Disclosure of Probabilities. Polygon. https://www.polygon.com/2017/12/21/16805392/loot-box-odds-rules-apple-app-store Maren Van Buren Struksnæs (2022). Loot Boxes: How the Gaming Industry Manipulates and Exploits Consumers. Forbrukerradet. https://www.forbrukerradet.no/siste-nytt/loot-boxes-how-the-gaming-industry-manipulates-and-exploits-consumers/ McAloon, A. (2019). Games on the Google Play Store Now Required to Disclose Loot Box Odds. Game Developer. https://www.gamedeveloper.com/business/games-on-the-google-play-store-now-required-to-disclose-loot-box-odds Netherlands Gaming Authority (NGA) (2018). A Study by the Netherlands Gaming Authority Has Shown: Certain Loot Boxes Contravene Gaming Laws. https://www.mygamecounsel.com/wp-content/uploads/sites/32/2018/04/press_release_loot_boxes_19_april_2018_-_en.pdf Pan European Game Information (PEGI) (2018). PEGI Announces New Content Descriptor: In-Game Purchases. https://pegi.info/news/new-in-game-purchases-descriptor Pan European Game Information (PEGI) (2020). PEGI Introduces Notice to Inform About Presence of Paid Random Items. https://pegi.info/news/pegi-introduces-feature-notice Prell, S. (2018). Blizzard Removes Real-Money Purchase Options for Loot Boxes in Belgium. Games Radar. https://www.gamesradar.com/blizzard-removes-real-money-purchase-options-for-loot-boxes-in-belgium/ Rogier de Very (2022). Dutch Court Rules FIFA Loot Boxes Not a Game of Chance, Revokes EA Penalty. Lexology. https://www.lexology.com/library/detail.aspx?g=b7336333-71ac-47d4-b33d-77f5bf54ebfe Saed, S. (2017). It Takes over 4,500 Hours of Play, or $2,100 to Unlock All Content in Star Wars: Battlefront 2, According to Player Estimates. VG247. https://www.vg247.com/it-takes-over-4500-hours-of-play-or-2100-to-unlock-all-content-in-star-wars-battlefront-2-according-to-player-estimates Schreier, J. (2017). ESRB Says It Doesn't See Loot Boxes' as Gambling. Kotaku. https://kotaku.com/esrb-says-it-doesnt-see-loot-boxes-as-gambling-1819363091 Thomas-Akoo, Z. (2022). Weerwind Floats Possible Dutch Loot Box Ban. iGB. https://igamingbusiness.com/legal-compliance/weerwind-floats-possible-dutch-loot-box-ban/ Thubron, R. (2016). Teenager Spends Almost $8,000 on Microtransactions Without Father's Knowledge. Techspot. https://www.techspot.com/news/63454-teenager-spends-almost-8000-microtransactions-without-father-knowledge.html Thubron, R. (2018) Most Parents Don't Pay Attention to Video Games' Age Rating. Techspot. https://www.techspot.com/news/75509-most-parents-dont-pay-attention-game-age-rating.html Valentine, R. (2021). Digital Games Spending Reached $127 Billion in 2020. GamesIndustry.biz. https://www.gamesindustry.biz/articles/2021-01-06-digital-games-spending-reached-USD127-billion-in-2020 Wales, M. (2018). EA Reportedly Under Criminal Investigation in Belgium Due to FIFA's Loot Boxes. Eurogamer. https://www.eurogamer.net/ea-reportedly-under-criminal-investigation-in-belgium-due-to-fifas-loot-boxes Whitwam, R. (2019). EA Agrees to Remove FIFA Loot Boxes in Belgium. Extremetech. https://www.extremetech.com/gaming/284808-ea-agrees-to-remove-fifa-loot-boxes-in-belgium Williams, M. (2017). The Harsh History of Gaming Microtransactions: From Horse Armor to Loot Boxes. USgamer. https://www.usgamer.net/articles/the-history-of-gaming-microtransactions-from-horse-armor-to-loot-boxes Wright, T. (2017). The Evolution of Loot Boxes. PC Gamer. https://www.pcgamer.com/the-evolution-of-loot-boxes/ Zwiezen, Z. (2019). Loot Boxes are Changing in Fortnite Save the World. Kotaku. https://kotaku.com/loot-boxes-are-changing-in-fortnite-save-the-world-1832082152 四、其他網站資料 Congress.gov (Website). S.1629 - 116th Congress (2019-2020). https://www.congress.gov/bill/116th-congress/senate-bill/1629 Entertainment Software Rating Board (ESRB) (Website). Our History. https://www.esrb.org/history/ Entertainment Software Rating Board (ESRB) (Website). Parental Controls. https://www.esrb.org/tools-for-parents/parental-controls/ Entertainment Software Rating Board (ESRB) (Website). Ratings Guide. https://www.esrb.org/ratings-guide/ Entertainment Software Rating Board (ESRB) (Website). Ratings. https://www.esrb.org/ratings/ Interactive Software Federation of Europe (ISFE) (Website). About ISFE. https://www.isfe.eu/about/ Interactive Software Federation of Europe (ISFE) (Website). PEGI - The European Content Rating System. https://www.isfe.eu/responsible-gameplay/pegi-the-european-content-rating-system/ Legiscan (Website). Hawaii House Bill 2686 (2018). https://legiscan.com/HI/bill/HB2686/2018 Legiscan (Website). Hawaii House Bill 2727 (2018). https://legiscan.com/HI/bill/HB2727/2018 Legiscan (Website). Hawaii Senate Bill 3024 (2018). https://legiscan.com/HI/bill/SB3024/2018 Legiscan (Website). Hawaii Senate Bill 3025 (2018). https://legiscan.com/HI/bill/SB3025/2018 Legiscan (Website). Minnesota House Bill 4460 (2018). https://legiscan.com/MN/bill/HF4460/2017 Pan European Game Information (PEGI) (Website). What Do the Labels Mean?. https://pegi.info/what-do-the-labels-mean Parent Zone (Website). Skin Gambling. https://parentzone.org.uk/article/skin-gambling | - |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/87753 | - |
dc.description.abstract | 付費虛擬轉蛋是一種隨機性的遊戲內購買機制,其被認為是一種極具掠奪性的商業手段,並很可能使玩家從遊戲走向賭博,因此在消費者保護上存在相當大的隱憂,尤其是對於兒童及青少年消費者的保護。如何管制付費虛擬轉蛋,實為目前世界各國所面臨的新興課題。
我國近年來增訂了以轉蛋機率揭露為核心的資訊揭露規範,試圖以提高透明度的方式來平衡消費者的先天不利地位。然而,我國目前的管制規範毋寧存在諸多不足。在問題意識上,我國並未意識到賭博成癮的相關問題,亦無關注到兒童及青少年的特別保護;在管制作法上,我國過於期待機率揭露所能產生的消費者保護作用,而忽略其他限制業者機制設計或玩家行為等的實質手段;更何況就目前的機率揭露規範而言,不僅並未要求詳細揭露個別轉蛋物品的機率,亦欠缺驗證機制,實質效果有限。 在綜合參酌美國、歐盟、比利時、荷蘭、日本、中國等外國管制經驗後,可以發現我國仍有很大的進步空間。我國在規範標的、資訊揭露、機制設計、兒童及青少年保護、法律效果等方面,都應建構更完整的規範。 | zh_TW |
dc.description.abstract | Paid loot boxes are a random in-game purchase mechanism, which is considered to be a highly predatory business practices, and is likely to lead players from gaming to gambling. Therefore, there is a great concern for consumer protection, especially for children and adolescent consumers. How to regulate the paid loot boxes is undoubtedly an emerging issue faced by all countries around the world.
In recent years, Taiwan has enacted new disclosure regulations which is focusing on the disclosure of the odds of loot boxes, attempting to balance the inherent disadvantage of consumers by increasing transparency. However, the current regulations in Taiwan has many shortcomings. In terms of problem awareness, Taiwan is not aware of the problems associated with gambling disorder, nor is it concerned with the special protection of children and adolescent. In terms of regulatory actions, Taiwan overestimates the consumer protection effect of odds disclosure and neglects other substantively means like limiting the industry’s mechanism designs or the player’s behaviors. Moreover, in terms of the current odds disclosure regulation, it is not only does not require detailed disclosure of the odds of each loot box items, but also lacks of a verification mechanism, causing the limitation of the actual effect. After reviewing the foreign regulatory practices, including the United States, the European Union, the Netherlands, Belgium, Japan, China, we can find that Taiwan still has a lot of room for improvement. Taiwan should construct more complete regulations in terms of subject-matter regulation, information disclosure, mechanism design, children and adolescent protection, and legal effect. | en |
dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-07-19T16:17:52Z No. of bitstreams: 0 | en |
dc.description.provenance | Made available in DSpace on 2023-07-19T16:17:52Z (GMT). No. of bitstreams: 0 | en |
dc.description.tableofcontents | 第一章 緒論 1
第一節 研究動機 1 第二節 研究範圍 2 第三節 論文架構 4 第二章 虛擬轉蛋概述 6 第一節 虛擬轉蛋之概念 6 壹、虛擬轉蛋之定義 6 貳、虛擬轉蛋之特徵 6 參、免費虛擬轉蛋與付費虛擬轉蛋 8 第二節 付費虛擬轉蛋之源起及發展 10 第三節 付費虛擬轉蛋之潛在問題 13 壹、掠奪性之營利手法 14 貳、與賭博成癮之關聯性 20 參、對兒童及青少年之影響 22 第四節 監管之方法及方向 23 第三章 該當賭博與否之前提討論 29 第一節 解釋論上之討論 30 壹、美國及多數歐盟國家 30 貳、日本及我國 35 參、比利時及荷蘭 40 一、比利時 40 二、荷蘭 43 第二節 立法論上之討論 46 第三節 小結 48 第四章 我國之管制現況 50 第一節 管制發展及規範內容 50 壹、2018年之網路連線遊戲服務定型化契約應記載及不得記載事項 51 貳、我國民眾對於「轉蛋法」之推動及其影響 54 參、2022年之網路連線遊戲服務定型化契約應記載及不得記載事項 55 肆、公平交易法之不實廣告規範 56 伍、我國政府近期之其他行動 60 陸、我國管制現況之總結:兼論我國遊戲產業自律之近來發展 61 第二節 目前管制規範之不足 62 壹、現行管制框架之檢討 62 一、規範內容之實效性問題 62 二、管制面向之不足 64 貳、其他既有規範之檢視 66 一、公平交易法第25條 67 二、遊戲軟體分級管理辦法 69 第三節 小結 71 第五章 外國之管制經驗 73 第一節 美國及歐盟:未有具體之管制方向 73 壹、美國 73 一、懸而未決之國家監管 74 (一)美國聯邦貿易委員會之不作為 74 (二)立法之失敗 75 二、產業自律現況 79 三、學者提出之管制建議 81 貳、歐盟 83 第二節 日本及中國:已有明確之管制框架 86 壹、日本 86 一、贈品表示法 87 (一)不當贈品規範 87 (二)不當表示規範 90 二、產業自律規約 92 貳、中國 95 第三節 小結 98 第六章 結論:對我國法之建議 100 第一節 應建構之管制規範 101 第二節 立法建議 113 參考文獻 120 | - |
dc.language.iso | zh_TW | - |
dc.title | 論付費虛擬轉蛋之行政管制 | zh_TW |
dc.title | Research on the Administrative Regulations of Paid Loot Boxes | en |
dc.type | Thesis | - |
dc.date.schoolyear | 111-2 | - |
dc.description.degree | 碩士 | - |
dc.contributor.oralexamcommittee | 陳志民;程明修 | zh_TW |
dc.contributor.oralexamcommittee | Chih-Min Chen;Ming-Shiou Cherng | en |
dc.subject.keyword | 付費虛擬轉蛋,掠奪性,賭博,消費者保護,兒童及青少年保護, | zh_TW |
dc.subject.keyword | paid loot boxes,predatory,gambling,consumer protection,children and adolescent protection, | en |
dc.relation.page | 135 | - |
dc.identifier.doi | 10.6342/NTU202300775 | - |
dc.rights.note | 同意授權(限校園內公開) | - |
dc.date.accepted | 2023-05-08 | - |
dc.contributor.author-college | 法律學院 | - |
dc.contributor.author-dept | 法律學系 | - |
顯示於系所單位: | 法律學系 |
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