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12-Sep-2019 19:50:34

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12-Sep-2019 19:54:22

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12-Sep-2019 19:56:20

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12-Sep-2019 19:57:19

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12-Sep-2019 19:58:20

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12-Sep-2019 19:59:56

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12-Sep-2019 20:00:52

Fake moons

Fake moons

Posts: 366 Silver Posts by user Forum Profile RuneMetrics Profile
Hi everyone.
When Jagex was invited to participate in the UK government’s inquiry into immersive and addictive technologies, we were happy to contribute as a voice that can educate and inform, especially to those outside of the gaming sector such as policy makers. We love to explain why games such as RuneScape are popular, fun and a hugely positive part of many players’ lives. As the first games company to openly share its information, policies, procedures, and thoughts with the Digital, Culture, Media and Sport Committee, we were able to provide clear insight into our games and talk about the many processes and programmes that we put in place to help safeguard and support our players.
We want to continue to contribute and help to inform the ongoing discussion relating to the health and safety of all people who enjoy playing games of all types, and will cooperate closely with UKIE and all other relevant parties to ensure a positive outcome from the DCMS Select Committee’s observations.

12-Sep-2019 20:04:40

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12-Sep-2019 20:04:41

Fake moons

Fake moons

Posts: 366 Silver Posts by user Forum Profile RuneMetrics Profile
The Digital, Culture, Media and Sport Committee's inquiry into addictive and immersive technologies heard stories of young adults who had built up debts of thousands of pounds through spending in games. Jagex, the company behind online game RuneScape, admitted players could spend up to £1,000 a week or £5,000 a month.
But the MPs found the industry was reluctant to accept responsibility for intervening when a player was over-spending or even to put a figure on how much was too much.
And some had been "wilfully obtuse" in answering questions about game-play, which MPs needed to know in order to better understand how players engaged with games.
Without naming names, they said they had sometimes found it difficult to get full and clear answers from the gaming industry representatives who had appeared before them, in particular when it came to answering questions about what data they collected, how it was used and the psychology underpinning how games were designed.

12-Sep-2019 20:07:02

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