Professional Documents
Culture Documents
INTRODUCTION
Video games are any forms of various interactive games that are played by
using a specialized electronic gaming device or a computer or mobile device and a
television or other display screen, along with a means to control graphic images. 3
It should be noted that prior to the 1970s, there was no significant commercial
aspect for the video game industry. However, after many advances in the science
of computing, the industry of video games in the entertainment industry would
change drastically.
1
Sunarto Zulkifli and Luthfi Yansyah El-Sanusy (2003). “Panduan Praktis Transaksi
Perbankan Syariah”, Zikrul Hakim, Jakarta, p. 10.
2
Microtransaction (Def.1). Oxford Dictionary. Accessed through
https://www.lexico.com/definition/microtransaction on 1 October 2020.
3
Video Game (Def. 1). Dictionary.com. Accessed through
https://www.dictionary.com/browse/video-game on October 1 2020.
Furthermore, video game offers several positive experiences to the players
live. The general purpose of video games includes but not limited to: 1)
Relaxation; 2) Opportunities to exert control, enjoyment, creativity; 3) Platform
for socialization; 4) Prevent boredom; and 5) Provide challenge and sense of
achievement to the players. In addition, playing video games is also a good
method for stress management. For the aforementioned reasons, the interest of the
video game industry has continuously developed over the past few decades.
6
Christopher Jakeson (2020). “What would be the target audience for a video game?”,
accessed from https://www.quora.com/What-would-be-the-target-audience-for-a-video-game on
7 November 2020.
7
Ibid.
8
Ibid.
9
Johan Kalsson (2018). “Games as a Service: Best Practices” accessed through
https://www.perforce.com/blog/hns/gaming-service-gaas-best-practices-modern-games on 7
November 2020.
10
Ryan Black and Tyler Black (2016). “Gaming, Gambling or Addiction? F2P Scientific
and Legal Perspectives”, in Game Developers Conference (GDC) 2016 at San Francisco.
started out as harmless activities may become harmful to the addicts through over-
use of their microtransaction services.11
11
Ibid.
12
Article 1 Law Number 7 Year 1974 regarding Controlling Gambling.
13
Article 303 paragraph (3) of the Indonesian Penal Code.
14
Article 27 paragraph (2) of Law Number 11 Year 2008 regarding Electronic Information
and Transactions.
15
Article 1 paragraph (5) of Law Number 8 Year 1999 regarding Consumer Protection.
16
Article 1 paragraph (2) Ibid.
In this research, the author will examine about the issue with the
microtransaction business practice for minors as a consumer in Indonesia.
Furthermore, the author will examine how the law regulates the rights and
obligations of each relevant party and how they are regulated in relation to the
microtransaction business practice in Indonesia. In addition, the thesis paper will
also be researching about to the scope of the relevant laws and regulations to the
issue of this thesis topic as well as making suggestions if there are room for
improvement to the currently available laws and regulations. By examining the
previously stated topics, it is hoped that the future generations of Indonesia can be
safe from the potential risks that may come from the continued use of unregulated
microtransaction in video games.
The author formulates the scope problem that are wished to be discussed
in this research so that the writing of this thesis paper will become more focused.
Based on the background of the problems that have been described in previous
parts of the paper, the author has formulated several main problems which will be
outlined as the following:
1. How is the comparison of legal protection against
microtransactions between Indonesia and foreign countries
implemented?
2. Is the current legal system that is formulated by the Indonesian
Government adequate in dealing with the dangers of
microtransaction business practice for minors?
3. What is the ideal approach to tackling this problem in Indonesia
currently?
17
Article 1 paragraph (2) Ibid.
discipline of law, especially in the field of consumer protection law in regards to
the issue of microtransaction business practice in Indonesia.
18
Oxford Dictionary, s.v. “Video Games” accessed through
https://www.lexico.com/definition/free-to-play on 19 October 2020.
19
Cambridge Dictionary, s.v. “Video Game Console” accessed through
https://dictionary.cambridge.org/dictionary/english/game-console on 19 October 2020.
3. Online Game is a genre of video game that is either partially or
primarily played through the Internet or any other computer
network that are available.20
4. Microtransaction is a business practice that is used in the modern
entertainment industry that will let its users able to purchase virtual
items for small amounts of money.21
5. Loot box is a kind of in-game purchase where players do not know
what is in a box until they have bought it.22
6. Virtual goods are intangible objects that can be consumed in online
games and communities in exchange for real-world currencies.23
7. Virtual items are intangible objects that can be consumed in online
games and communities but cannot be exchanged for real-world
currencies and can only be obtained by doing in-game activities.
8. Game as a Service is the business practice where the players will
not be having control of whether they can play a game due to a
company withholding that function.24
9. Minors are every human being who are under 18 (eighteen) years
of age and has not been married, including children who are still in
the womb if it is in his interest. 25 Furthermore, in the context of
legal matters, the term 'minor' means a person (juvenile) who is
below the legal age of responsibility or accountability.26
20
Andrew Rollings and Ernest Adams (2006). “Fundamentals of Game Design. Prentice
Hall”, New Riders, Indianapolis.
21
Ivanov, M. et al (2019). "Video game monetization mechanisms in triple A (AAA) video
games". Wardaszko, Marcin (ed.). Simulation & Gaming Through Times and Across Disciplines.
Warsaw: Kozminski University. p. 422.
22
Macmillan Dictionary, s.v. “Loot Box” accessed through
https://www.macmillandictionary.com/dictionary/british/loot-box on 19 October 2020.
23
Oliver Herzfeld (2012). “What Is the Legal Status of Virtual Goods?”, Accessed through
https://www.forbes.com/sites/oliverherzfeld/2012/12/04/what-is-the-legal-status-of-virtual-
goods/?sh=2c474c88108a on 7 November 2020.
24
Ross Scott (2019). "’Games as a service’ is fraud.”. accessed through
https://www.youtube.com/watch?v=tUAX0gnZ3Nw&vl=en on 19 October 2020.
25
Minors (Def. 6). Hukum Online. Accessed through https://bit.ly/3je7xb0 on 19 October
2020.
10. Gambling is any game that is likely to be profitable, and will
depend on the luck or skill of the player and involves a stake in it.27
28
Sri Mamudji et. al, (2005). “Metode Penelitian dan Penulisan Hukum”, Publishing
Agency of the Faculty of Law of Universitas Indonesia, Jakarta, p. 5.
29
Soerjono Soekanto (2012). “Pengantar Penelitian Hukum”, Publishing Agency of the
Faculty of Law of Universitas Indonesia, Jakarta, p. 12.
properties that characterize them.30 The research materials that have been
collected and analyzed are in accordance with the principles of Economic Law,
specifically in the field of Consumer Protection Law.
As for the writing system that will be used in the preparation of this thesis,
there will be four chapters to be written, which includes the following:
30
John W. Creswell, (2013). “Research Design:Qualitative, Quantitative, and Mixed
Methods Approaches”, SAGE Publications, Inc, Nebraska.
Chapter 3 will be discussing regarding “A Comparison regarding
Vulnerable Consumers Legal Protection from Microtransaction Business
Practice Between the Republic Indonesia and Netherlands Laws and
Regulation” In other words, the content of this Chapter will be explaining
regarding the difference and similarities between the Laws and Regulation of the
Republic Indonesia and Netherlands regarding microtransaction. The topic
discussed will range from Consumer Protection Law to Betting and Gaming Law.
Furthermore, it will also explain regarding the Author’s analysis on both of the
Country’s similarities and difference, as well as an analysis regarding the lacking
quality which both countries has in their attempt on controlling microtransaction
business practice.