Perlindungan konsumen terhadap praktik loot box di Indonesia

Anwar, Jeffry (2022) Perlindungan konsumen terhadap praktik loot box di Indonesia. Masters thesis, Universitas Pelita Harapan.

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Abstract

Industri video game telah mengalami pertumbuhan pesat dalam beberapa tahun terakhir. Globalisasi dan semakin umumnya teknologi dan internet dalam masyarakat umum menjadi faktor utama yang mendorong pertumbuhan tersebut. Model free-to-play dan game mobile membuat video game menjadi salah satu media hiburan yang mudah diakses oleh masyarakat luas. Salah satu cara perusahaan untuk mendapatkan keuntungan dari game buatannya adalah dengan menawarkan loot box, barang yang berisikan hadiah acak seharga uang nyata. Beberapa penelitian telah dilakukan sehubungan dengan praktik loot box, dan sebagian menyamakan mekanisme serta efeknya dengan permainan judi. Beberapa negara dan platform distribusi game telah menerapkan kebijakan khusus yang ditujukan untuk menekan kerugian yang dapat timbul akibat implementasi loot box dalam video game. Penelitian ini dilakukan dengan metode pendekatan yuridis normatif dengan menelaah literatur penelitian, praktik serta upaya regulasi yang sudah ada terkait loot box dan meneliti peraturan terkait di Indonesia yang dapat diberlakukan sehubungan dengan loot box. Studi kasus secara empiris juga dilakukan dengan melihat cara penawaran loot box dalam suatu video game yang populer di Indonesia. KUHP secara tegas melarang permainan judi dan penelitian ini menemukan bahwa loot box berbayar mengandung unsur-unsur yang serupa dengan definisi permainan judi menurut KUHP. Pendekatan lain adalah melalui perlindungan konsumen, di mana saat ini posisi pasar video game saat ini lebih condong ke arah produsen atau pembuat game. Studi kasus yang dilakukan juga menemukan bahwa game yang bersangkutan kurang transparan dan jelas dalam memberikan informasi. Mempertimbangkan masifnya industri game saat ini, pelarangan loot box secara pidana berpotensi mematikan pertumbuhan video game sebagai industri di Indonesia. Pendekatan perlindungan konsumen melalui sosialisasi disarankan agar masyarakat dapat membuat keputusan untuk membeli loot box secara lebih bijaksana. Upaya penegakan hukum atau kerja sama juga dapat dilakukan dengan perusahaan game secara langsung, terutama perusahaan game dengan presensi yang lebih luas atau dominan di dalam negeri. / The video game industry has seen vast growth over the last few years, with globalization and wider access to technology and internet being the main driving factors. The free-to-play model and the upsurge of mobile games have made video games more mainstream and accessible to the general public. One method game companies use to earn profit is by integrating loot boxes into their games, which are items that contain random rewards, and making them available for purchase using real money. Some research has been done with respect to loot boxes, with some likening their mechanisms and effects to gambling. Some countries and platforms that distribute games has implemented policies aimed to mitigate the possible harms arising from the integration of loot boxes in video games. This research is performed using the normative juridical approach by looking into existing researches, practice, and regulations concerning loot boxes as well as relevant regulations in Indonesia that may be enforced in relation to loot boxes. An empirical case study is also performed by going into how a popular video game in Indonesia offers its loot boxes. The Indonesian Criminal Code expressly prohibits gambling and this research finds that paid loot boxes contains elements that could classify them as gambling according to the Indonesian Criminal Code. The other approach is consumer protection, where the by virtue of their positions, game producers or publishers hold more power in the market over the consumers or players. The case study also found that the relevant game does not convey information in a manner that is clear or transparent enough. Considering the current massive game industry, a criminal ban against loot boxes is expected to harm to video games as an industry. An approach more pivoted on consumer protection through raising awareness is recommended in order to educate consumers and enable them to make more informed choices on their loot box purchases. The government can also attempt a more explicit enforcement against, or cooperate with, game companies, in particular, those with a more dominant presence within the country.

Item Type: Thesis (Masters)
Creators:
CreatorsNIMEmail
Anwar, JeffryNIM01659200057jeffry.anwar40@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorNainggolan, BernardNIDN0304106202UNSPECIFIED
Uncontrolled Keywords: loot box ; gacha ; perlindungan konsumen ; consumer protection
Subjects: K Law > K Law (General)
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Law > Master of Law
Current > Faculty/School - UPH Karawaci > Faculty of Law > Master of Law
Depositing User: Users 23527 not found.
Date Deposited: 26 Jan 2023 01:31
Last Modified: 08 Mar 2023 08:21
URI: http://repository.uph.edu/id/eprint/53149

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