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 - Shadow Secretary of State for Culture, Media and Sport
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.
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 - Shadow Secretary of State for Culture, Media and Sport
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.
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 - Shadow Secretary of State for Culture, Media and Sport
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.
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 - Shadow Secretary of State for Culture, Media and Sport
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.
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, what assessment her Department has made of the potential impact of increases in the cost-of-living on trends in the level of social isolation; and whether her Department is taking steps to help tackle social isolation.
Answered by Stuart Andrew - Opposition Chief Whip (Commons)
Many people experience loneliness and social isolation, and the government is committed to building a more connected society, where everyone is able to build meaningful relationships. Having strong social relationships plays an important role in our physical and mental wellbeing, and government, local councils, health systems and voluntary and community sector organisations all have an important role to play in tackling loneliness.
The Community Life Survey, which the department publishes annually, measures loneliness and collects data on people’s social interactions and support networks. Last year we also published research into the factors associated with loneliness in adults, and found that being on a lower income or unemployed was a contributing factor. We also engage regularly with stakeholders like the Jo Cox Foundation, who are monitoring the impact of cost of living pressures on individuals and charities providing services that aim to reduce loneliness.
The Department for Culture, Media and Sport is also delivering the ‘Know Your Neighbourhood Fund’ to boost volunteering and reduce loneliness in 27 disadvantaged areas across England. The £30 million fund will create thousands of opportunities to bring people together, allow them to develop skills, build relationships and feel more connected to their community.
As announced at the Spring Budget, the department is also delivering a £101.5 million package of support for charities and community organisations in England. As part of this, the £76 million Community Organisations Cost of Living Fund is currently open until 16 October 2023 for applications from frontline organisations, including those that tackle social isolation, that are seeing increased demand for their services and increased delivery costs because of cost of living pressures.
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 Digital, Culture, Media and Sport, what steps her Department is taking to regulate social media algorithms to reduce user exposure to (a) self-harm and (b) suicide-related content.
Answered by Paul Scully
Under the Online Safety Bill, all platforms will need to undertake risk assessments for illegal content and content that is harmful to children. This will ensure they understand the risks associated with their services, including in relation to their algorithms. They will then need to put in place proportionate systems and processes to mitigate these risks.
Platforms that are likely to be accessed by children will need to fulfil these duties in relation to harmful content and activity, including legal self-harm and suicide content. Assisting suicide has also been designated as a priority offence in the Bill, so all platforms will be required to take proactive steps to tackle this type of illegal content. The government will also bring forward a new self-harm offence. Companies will therefore need to remove communications that intentionally encourage or assist self-harm.
The largest platforms will also have a duty to offer all adult users tools to reduce their exposure to certain kinds of legal content. On 29 November the government announced its intention for these tools to apply to legal self-harm and suicide content. These tools could include the option of switching off algorithmically recommended content.
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 Digital, Culture, Media and Sport, whether she is taking steps with Cabinet colleagues to help tackle (a) digital exclusion and (b) inability to afford a sufficient, private and secure internet connection to meet essential needs.
Answered by Damian Collins
We recognise that being digitally excluded makes it more difficult for people to make use of essential services. DCMS is responsible for coordinating HMG digital inclusion policy, and aims to ensure that people across the country from all backgrounds have a base level of digital skills, as well as internet access - two of the most fundamental aspects of digital exclusion.
DfE’s Digital Entitlement allows for adults with no or low digital skills (below level 1) to study for new Essential Digital Skills Qualifications (EDSQs) for free. Out of work claimants can be mandated as part of their Claimant Commitment to basic foundation digital skills provision where the work coach considers this will progress the claimants labour market journey.
On Monday 27 June, 2022, the DCMS Secretary of State met leaders of the UK’s major fixed broadband, landline and mobile operators and agreed a set of public commitments to support households with their connectivity costs.
Since January 2021, DCMS has worked with operators to improve the number and quality of social tariffs in the market. As a result of our engagement, a range of affordable, social tariffs are now available in 99% of the UK. BT, Virgin Media O2, Sky, Vodafone and other providers offer voice, mobile and broadband social tariffs starting at £10 per month for households in receipt of Universal Credit and other means tested benefits.
Public libraries also play an important role in supporting digital inclusion. Around 2,900 public libraries in England provide a trusted network of accessible locations with staff, volunteers, free wifi, public PCs, and assisted digital access to a wide range of digital services. Library staff and volunteers have been trained in digital skills so that they can provide library users with in-person support in using digital applications and services.
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 Digital, Culture, Media and Sport, if she will make an assessment of the impact that (a) digital exclusion and (b) inability to afford a sufficient, private and secure internet connection to meet essential needs have on the poverty premium.
Answered by Damian Collins
We recognise that being digitally excluded makes it more difficult for people to make use of essential services. DCMS is responsible for coordinating HMG digital inclusion policy, and aims to ensure that people across the country from all backgrounds have a base level of digital skills, as well as internet access - two of the most fundamental aspects of digital exclusion.
DfE’s Digital Entitlement allows for adults with no or low digital skills (below level 1) to study for new Essential Digital Skills Qualifications (EDSQs) for free. Out of work claimants can be mandated as part of their Claimant Commitment to basic foundation digital skills provision where the work coach considers this will progress the claimants labour market journey.
On Monday 27 June, 2022, the DCMS Secretary of State met leaders of the UK’s major fixed broadband, landline and mobile operators and agreed a set of public commitments to support households with their connectivity costs.
Since January 2021, DCMS has worked with operators to improve the number and quality of social tariffs in the market. As a result of our engagement, a range of affordable, social tariffs are now available in 99% of the UK. BT, Virgin Media O2, Sky, Vodafone and other providers offer voice, mobile and broadband social tariffs starting at £10 per month for households in receipt of Universal Credit and other means tested benefits.
Public libraries also play an important role in supporting digital inclusion. Around 2,900 public libraries in England provide a trusted network of accessible locations with staff, volunteers, free wifi, public PCs, and assisted digital access to a wide range of digital services. Library staff and volunteers have been trained in digital skills so that they can provide library users with in-person support in using digital applications and services.
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 Digital, Culture, Media and Sport, what assessment he has made of the potential merits of introducing a freelance performers support scheme to support (a) the arts and (b) community attendance of covid-secure live cultural events.
Answered by Caroline Dinenage
The Government recognises the significant challenge the current pandemic poses to our world-beating cultural and creative industries and to the many individuals and freelancers working across the sector. We are working very hard to help freelancers in those sectors access support.
According to the latest statistics (published on the 25th November), over two thirds of all those who are self-employed in the country have been eligible for the Self-Employment Income Support Scheme. Those statistics showed that 76,000 self employed people in the arts, entertainment and recreation sector got SEISS support in phase 1 earlier this year, and 72,000 in phase 2.
Of the £119m available through Arts Council England as part of their Covid emergency support, over £26m has been distributed to individuals, including freelance workers, and organisations via the Emergency Relief Fund and Project Grants Funding (as of 5 November 2020).
Within the £26m, £17m has been distributed to individuals via ACE’s Emergency Response Fund (now closed) and c.£9m has so far been distributed to both organisations and individuals via Project Grants (out of a total of c.£80m available until April 2021).
In addition to the two Funds above, the £119m also includes the following:
£6 million distributed by a series of Benevolent Funds focused on self employed individuals; and
£18 million available through their Developing Your Creative Practice Fund
The £1.57 billion Culture Recovery Fund (CRF) is also benefiting freelancers. Around 40% of CRF awards have gone to non-building based companies (and building based companies are also likely to employ significant numbers of contracted employees), and it is estimated that around 12.5% of business costs by CRF recipients will go to freelancers, artists and casual events staff.
Under the new Tiers which came into force in England on 2 December live audiences are permitted in indoor covid secure venues in Tiers 1 and 2 in line with the capacity caps now in place and provided social distancing is maintained in line with the Performing Arts Guidance.
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 Digital, Culture, Media and Sport, what assessment he has made of the potential merits of a freelance performers support scheme during the covid-19 outbreak.
Answered by Caroline Dinenage
We recognise the crucial role that individuals play in making our arts and creative industries world-leading. As a result of the £1.57 billion Culture Renewal Fund, organisations will be more able to resume cultural activity, albeit in a socially distanced way, which will increase employment opportunities for freelancers.
Each organisation that receives money will know what best they can do to support their workforce, including their freelance workforce.
To complement Government Funding, ACE have made over £115m of funding available for individuals, including freelancers, to apply to. That includes:
£17.1m through the Emergency Response Fund for individuals;
£18m through their Developing Your Creative Practice fund;
£75m through National Lottery Project Grants (available to both individuals and orgs); and
£6m distributed by a series of Benevolent Funds focused on the self employed.