Federal
A bill to regulate certain pay-to-win microtransactions and sales of loot boxes in interactive digital entertainment products, and for other purposes.
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3,641 words in original text
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II
116TH CONGRESS
1ST SESSION
S. 1629
To regulate certain pay-to-win microtransactions and sales of loot boxes
in interactive digital entertainment products, and for other purposes.
IN THE SENATE OF THE UNITED STATES
MAY 23 (legislative day, MAY 22), 2019
Mr. HAWLEY (for himself, Mr. BLUMENTHAL, and Mr. MARKEY) introduced
the following bill; which was read twice and referred to the Committee
on Commerce, Science, and Transportation
A BILL
To regulate certain pay-to-win microtransactions and sales
of loot boxes in interactive digital entertainment prod-
ucts, and for other purposes.
Be it enacted by the Senate and House of Representa-
1
tives of the United States of America in Congress assembled,
2
SECTION 1. REGULATION OF PAY-TO-WIN MICROTRANS-
3
ACTIONS AND SALES OF LOOT BOXES IN
4
VIDEO GAMES.
5
(a) PROHIBITION
OF
PAY-TO-WIN
MICROTRANS-
6
ACTIONS AND SALES OF LOOT BOXES IN MINOR-ORI-
7
ENTED GAMES.—
8
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•S 1629 IS
(1) GAME PUBLISHERS.—It is unlawful for a
1
game publisher to publish—
2
(A) a minor-oriented game that includes
3
pay-to-win microtransactions or loot boxes; or
4
(B) an update to an existing minor-ori-
5
ented game that would enable pay-to-win micro-
6
transactions or loot boxes in such game.
7
(2) DIGITAL GAME DISTRIBUTORS.—It is un-
8
lawful for a digital game distributor to distribute—
9
(A) a minor-oriented game that includes
10
pay-to-win microtransactions or loot boxes; or
11
(B) an update to an existing minor-ori-
12
ented game that would enable pay-to-win micro-
13
transactions or loot boxes in such game.
14
(b) PROHIBITION ON PUBLICATION OR DISTRIBU-
15
TION OF VIDEO GAMES CONTAINING PAY-TO-WIN MICRO-
16
TRANSACTIONS OR PURCHASING LOOT BOXES WHERE
17
THE PUBLISHER OR DISTRIBUTOR HAS CONSTRUCTIVE
18
KNOWLEDGE THAT ANY USERS ARE UNDER AGE 18.—
19
(1) GAME PUBLISHERS.—It is unlawful for a
20
game publisher to publish an interactive digital en-
21
tertainment product that is not a minor-oriented
22
game (or an update to such a product) if—
23
(A) such product or update contains pay-
24
to-win microtransactions or loot boxes; and
25
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(B) the publisher has constructive knowl-
1
edge that any of its users are under the age of
2
18.
3
(2) DIGITAL GAME DISTRIBUTORS.—It is un-
4
lawful for a digital game distributor to distribute an
5
interactive digital entertainment product that is not
6
a minor-oriented game (or an update to such a prod-
7
uct) if—
8
(A) such product or update contains pay-
9
to-win microtransactions or loot boxes; and
10
(B) the distributor has constructive knowl-
11
edge that any of its users are under the age of
12
18.
13
SEC. 2. DEFINITIONS.
14
In this Act:
15
(1) COMMISSION.—The term ‘‘Commission’’
16
means the Federal Trade Commission.
17
(2) INTERACTIVE
DIGITAL
ENTERTAINMENT
18
PRODUCT.—
19
(A) IN GENERAL.—The term ‘‘interactive
20
digital entertainment product’’ means a pro-
21
gram such as a video game that is accessed by
22
a connected device and provides an interactive
23
entertainment experience for the user.
24
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(B) EXCLUSION.—Such term shall not in-
1
clude a program if—
2
(i) a user’s interaction with the pro-
3
gram is limited to selecting options from a
4
menu of choices; and
5
(ii) the program would not be consid-
6
ered a game by a reasonable user.
7
(3) DIGITAL
GAME
DISTRIBUTOR.—The term
8
‘‘digital game distributor’’ means a person that, for
9
commercial purposes, in interstate or foreign com-
10
merce, distributes an interactive digital entertain-
11
ment product over an online platform to over 1,000
12
users annually.
13
(4) GAME PUBLISHER.—The term ‘‘game pub-
14
lisher’’ means a person that, for commercial pur-
15
poses, in interstate or foreign commerce, develops or
16
finances the development of an interactive digital en-
17
tertainment product that is distributed to over 1,000
18
users annually.
19
(5)
MINOR-ORIENTED
GAME.—The
term
20
‘‘minor-oriented video game’’ means an interactive
21
digital entertainment product for which the target
22
audience is individuals under the age of 18, as may
23
be demonstrated by—
24
(A) the subject matter of the product;
25
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(B) the visual content of the product;
1
(C) the music or audio content of the prod-
2
uct;
3
(D) the use of animated characters or ac-
4
tivities that appeal to individuals under the age
5
of 18;
6
(E) the age of the characters or models in
7
the product;
8
(F) the presence in the product of—
9
(i) celebrities who are under the age
10
of 18; or
11
(ii) celebrities who appeal to individ-
12
uals under the age of 18;
13
(G) the language used in the product;
14
(H) the content of materials used to adver-
15
tise the product and the platforms on which
16
such materials appear;
17
(I) the content of any advertising materials
18
that appear in the product;
19
(J) other reliable empirical evidence relat-
20
ing to—
21
(i) the composition of the audience of
22
the product; or
23
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(ii) the audience of the product, as in-
1
tended by the publisher or distributor of
2
the product; or
3
(K) other evidence demonstrating that the
4
product is targeted at individuals under the age
5
of 18.
6
(6) ADD-ON TRANSACTION.—
7
(A) IN
GENERAL.—The term ‘‘add-on
8
transaction’’ means, with respect to an inter-
9
active digital entertainment product, a payment
10
to the game publisher of an interactive digital
11
entertainment product, an affiliate of the pub-
12
lisher, or any other person who accepts such
13
payment for the benefit of the publisher, of ei-
14
ther money or an in-game proxy for money,
15
such as a virtual currency, that can be pur-
16
chased with money, that—
17
(i) unlocks a feature of the product;
18
or
19
(ii) adds to or enhances the entertain-
20
ment value of the product.
21
(B) EXCLUSION.—Such a term shall not
22
include a payment (including a payment of a
23
regular subscription fee) which is made only to
24
allow a user to access the content of an inter-
25
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active digital entertainment product, provided
1
that users do not have the option to pay dif-
2
ferent amounts to access the same content in
3
order to unlock a feature of the product or to
4
enhance the entertainment value of the product.
5
(7) PAY-TO-WIN MICROTRANSACTION.—
6
(A) IN GENERAL.—The term ‘‘pay-to-win
7
microtransaction’’ means an add-on transaction
8
to a interactive digital entertainment product
9
that—
10
(i) with respect to an interactive dig-
11
ital entertainment product that, from the
12
perspective of a reasonable user of the
13
product, is a game offering a scoring sys-
14
tem, a set of goals to achieve, a set of re-
15
wards, or a sense of interactive progression
16
through the product’s content including
17
but not limited to narrative progression—
18
(I) eases a user’s progression
19
through content otherwise available
20
within the game without the purchase
21
of such transaction;
22
(II) assists a user in accom-
23
plishing an achievement within the
24
game that can otherwise be accom-
25
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•S 1629 IS
plished without the purchase of such
1
transaction;
2
(III) assists a user in receiving
3
an award associated with the game
4
that is otherwise available in associa-
5
tion with the game without the pur-
6
chase of such transaction; or
7
(IV) permits a user to continue
8
to access content of the game that
9
had previously been accessible to the
10
user but has been made inaccessible
11
after the expiration of a timer or a
12
number of gameplay attempts; or
13
(ii) with respect to an interactive dig-
14
ital entertainment product that, from the
15
perspective of a reasonable user of the
16
product, is a game featuring competition
17
with other users, provides a user with a
18
competitive advantage with respect to the
19
game’s competitive aspects over users who
20
do not make such a transaction.
21
(B) EXCLUSIONS.—
22
(i) DIFFICULTY MODES.—Such term
23
shall not include an add-on transaction to
24
an interactive digital entertainment prod-
25
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uct that provides the user with access to a
1
new mode of play that makes progression
2
through the content of the product more
3
difficult than it would be without the
4
transaction (as perceived by a reasonable
5
user).
6
(ii) COSMETIC
ALTERATIONS.—Such
7
term shall not include an add-on trans-
8
action to an interactive digital entertain-
9
ment product whose only effect is to alter
10
a user’s visual representation within the
11
game provided that it does not, from the
12
perspective of a reasonable user, provide
13
the user with a competitive advantage over
14
other users who do not make such trans-
15
action.
16
(iii) ADDITIONAL GAME CONTENT.—
17
Such term shall not include an add-on
18
transaction to an interactive digital enter-
19
tainment product that adds new content to
20
the product provided that the add-on
21
transaction can be purchased only once by
22
a user and the perceived value offered by
23
such transaction, from the perspective of a
24
reasonable user, is not that it—
25
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(I) eases a user’s progression
1
through content otherwise available
2
within the product without the pur-
3
chase of such transaction;
4
(II) assists a user in accom-
5
plishing an achievement within the
6
product that can otherwise be accom-
7
plished without the purchase of such
8
transaction;
9
(III) assists a user in receiving
10
an award associated with the product
11
that is otherwise available in associa-
12
tion with the product without the pur-
13
chase of such transaction;
14
(IV) permits a user to continue
15
to access content of the product that
16
had previously been accessible to the
17
user but is made inaccessible after the
18
expiration of a timer or a number of
19
gameplay attempts; or
20
(V) provides a competitive advan-
21
tage over other users with respect to
22
a product’s competitive aspects.
23
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•S 1629 IS
(8) LOOT BOX.—The term ‘‘loot box’’ means an
1
add-on transaction to an interactive digital enter-
2
tainment product that—
3
(A) in a randomized or partially random-
4
ized fashion—
5
(i) unlocks a feature of the product;
6
or
7
(ii) adds to or enhances the entertain-
8
ment value of the product; or
9
(B) allows the user to make 1 or more ad-
10
ditional add-on transactions—
11
(i) that the user could not have made
12
without making the first add-on trans-
13
action; and
14
(ii) the content of which is unknown
15
to the user until after the user has made
16
the first add-on transaction.
17
SEC. 3. ENFORCEMENT AND APPLICABILITY.
18
(a) ENFORCEMENT BY THE COMMISSION.—
19
(1) IN
GENERAL.—Except as otherwise pro-
20
vided, this Act shall be enforced by the Commission
21
under the Federal Trade Commission Act (15
22
U.S.C. 41 et seq.).
23
(2) UNFAIR
OR
DECEPTIVE
ACTS
OR
PRAC-
24
TICES.—A violation of this Act shall be treated as
25
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a violation of a rule defining an unfair or deceptive
1
act or practice prescribed under section 18(a)(1)(B)
2
of the Federal Trade Commission Act (15 U.S.C.
3
57a(a)(1)(B)).
4
(3) ACTIONS BY THE COMMISSION.—
5
(A) IN GENERAL.—Except as provided in
6
subsection (c)(1), the Commission shall prevent
7
any person from violating this Act in the same
8
manner, by the same means, and with the same
9
jurisdiction, powers, and duties as though all
10
applicable terms and provisions of the Federal
11
Trade Commission Act (15 U.S.C. 41 et seq.)
12
were incorporated into and made a part of this
13
Act, and any person who violates this Act shall
14
be subject to the penalties and entitled to the
15
privileges and immunities provided in the Fed-
16
eral Trade Commission Act.
17
(B) VIOLATIONS.—
18
(i)
IN
GENERAL.—In
an
action
19
brought by the Commission to enforce this
20
Act, each pay-to-win microtransaction or
21
loot box sold to a user who is under the
22
age of 18 through an interactive digital en-
23
tertainment product that does not meet a
24
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requirement of this Act shall be treated as
1
a separate violation.
2
(ii)
CIVIL
PENALTY.—Notwith-
3
standing section 5(m) of the Federal Trade
4
Commission Act (15 U.S.C. 45(m)), a civil
5
penalty recovered for a violation of this Act
6
may be in excess of the amounts provided
7
for in that section as the court finds ap-
8
propriate to deter violations of this Act.
9
(iii) FIRST VIOLATIONS.—In an action
10
brought by the Commission to enforce this
11
Act, the Commission may seek a civil pen-
12
alty for any violation of this Act, including
13
any violation that is the first violation of
14
this Act that a person against whom the
15
action is brought has committed.
16
(b) ENFORCEMENT
BY STATE ATTORNEYS GEN-
17
ERAL.—
18
(1) IN GENERAL.—
19
(A) CIVIL ACTIONS.—In any case in which
20
the attorney general of a State has reason to
21
believe that an interest of the residents of that
22
State has been or is threatened or adversely af-
23
fected by the engagement of any person in a
24
practice that violates this Act, the State, as
25
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