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Division Vote (Commons)
8 May 2024 - Finance (No. 2) Bill - View Vote Context
Angela Crawley (SNP) voted Aye - in line with the party majority and against the House
One of 33 Scottish National Party Aye votes vs 0 Scottish National Party No votes
Vote Tally: Ayes - 198 Noes - 269
Division Vote (Commons)
8 May 2024 - Finance (No. 2) Bill - View Vote Context
Angela Crawley (SNP) voted Aye - in line with the party majority and against the House
One of 34 Scottish National Party Aye votes vs 0 Scottish National Party No votes
Vote Tally: Ayes - 212 Noes - 274
Division Vote (Commons)
8 May 2024 - Finance (No. 2) Bill - View Vote Context
Angela Crawley (SNP) voted Aye - in line with the party majority and against the House
One of 34 Scottish National Party Aye votes vs 0 Scottish National Party No votes
Vote Tally: Ayes - 195 Noes - 266
Division Vote (Commons)
8 May 2024 - Finance (No. 2) Bill - View Vote Context
Angela Crawley (SNP) voted Aye - in line with the party majority and against the House
One of 34 Scottish National Party Aye votes vs 0 Scottish National Party No votes
Vote Tally: Ayes - 211 Noes - 276
Written Question
Biodiversity Beyond National Jurisdiction Agreement
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Foreign, Commonwealth & Development Office:

To ask the Deputy Foreign Secretary, what progress he has made on preparing legislation to transpose into UK law the provisions of the Biodiversity Beyond National Jurisdiction Agreement; and when he plans to ratify that treaty.

Answered by Andrew Mitchell - Minister of State (Foreign, Commonwealth and Development Office) (Minister for Development)

The UK signed the Biodiversity Beyond National Jurisdiction (BBNJ) Agreement at the first opportunity on 20 September 2023 and laid the Agreement before Parliament on 16 October, the first Parliamentary sitting day after signature. The scrutiny process has now been completed. The Government aims to implement and ratify the BBNJ Agreement by the United Nations Ocean Conference in Nice in June 2025. In line with this ambitious deadline, work is in hand on the legislation and other measures needed to translate the detailed and complex provisions of the Agreement into UK law before we can ratify the Agreement.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether she plans to increase regulation of micro-transactions in video games.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department (a) has and (b) plans to make an assessment of the potential impact of micro-transactions in video games on levels of spending among children and young people.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department has made an assessment of the potential impact of micro-transactions in video games on gambling behaviours among children and young people.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether she has had discussions with her Belgian counterpart on regulating micro-transactions in video games as gambling.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Employment: Poverty
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Work and Pensions:

To ask the Secretary of State for Work and Pensions, what steps he is taking to reduce levels of in-work poverty in (a) Lanark and Hamilton East constituency, (b) Scotland and (c) the UK.

Answered by Jo Churchill - Minister of State (Department for Work and Pensions)

The latest available statistics show that working age adults living in workless households were around 7 times more likely to be in absolute poverty after housing costs than working age adults in households where all adults work.

The Government is committed to supporting individuals who are stuck in low paid work to progress, helping them increase their earnings. We have introduced a voluntary In-Work progression offer for low-paid Universal Credit customers which focuses on removing barriers to progression, such as considering skills gaps and overcoming practical barriers such as childcare costs.

To deliver effective progression support to customers, Jobcentres are being supported by a network of 37 District Progression Leads across Great Britain who work with key partners to develop local opportunities.

To help parents on Universal Credit who are moving into work or increasing their hours, the Government is providing additional support with upfront childcare costs and, from April 2024, we will increase the childcare costs that parents on Universal Credit can claim back to over £1,000 a month for one child and to over £1,700 a month for two or more children.

The Government is also increasing the number of people on Universal Credit who receive intensive support to help them earn more by raising the Administrative Earnings Threshold (AET). At the Spring Budget we announced that the AET would increase to the equivalent of 18 hours at the National Living Wage from 13 May.

From April 2024, the Government increased the National Living Wage for workers aged 21 years and over by 9.8% to £11.44 representing an increase of over £1,800 to the gross annual earnings of a full-time worker on the National Living Wage.