TW Play - Guide to the Games and eGaming
Transcription
TW Play - Guide to the Games and eGaming
TW Play A Guide to the Games and eGaming Industries A Guide to the Games and eGaming Industries Evolution in the industry The Games industry has undergone an evolution in the last decade. Major titles now eclipse blockbuster Hollywood films both in terms of production costs and profits. At the same time, new models have emerged, with social games and the freemium model becoming the default model for many publishers. The industry has also been massively energised by the rapid growth of app stores and mobile generally, with the ability to reach players 24/7 driving new revenue models. In-game purchases, and the growth of in-game currencies, have brought new opportunities for publishers and developers. The sector has also been consolidating, with 2014 seeing over US$24 billion of game company exits including sales and IPOs, some involving relatively young businesses such as King and Mojang (the publisher of Minecraft). The eGaming industry has also evolved and faced significant market changes. Consolidation in the market, regulatory action against some high profile brands, diminishing margins and increasing player acquisition costs have all impacted on profits. The introduction of local licensing requirements in Europe has raised new hurdles for operators at the same time as others have been lowered in a selection of US States. This Guide We have monitored and commented on the challenges and market developments in the Games and eGaming industries in our regular email update TW Play. This first edition of our TW Play Guide reflects in more detail our experience in Games and eGaming and covers the key issues facing businesses in these industries. This Guide should be of interest to companies across Games and eGaming from developers (including indies as well as larger businesses), publishers (across all platforms from console to online), and operators, as well as founders and investors. As detailed at the back of this Guide, we have a strong international team dedicated to Games with specialists across the firm in each of the areas covered. We also have a dedicated international team focusing on the eGaming market, working with major operators, platforms and developers. The section on eGaming addresses the additional issues specific to the eGaming market. If you would like to discuss any of the issues covered, or receive our regular TW Play email updates, we would be delighted to speak to you. Key Contacts Graham Hann Partner +44 (0)20 7300 4839 g.hann@taylorwessing.com Mark Owen Partner +44 (0)20 7300 4884 m.owen@taylorwessing.com Neil Hawley Senior Associate +44 (0)20 7300 4763 n.hawley@taylorwessing.com Contents Monetising games ..............................................................7 In-game purchases .......................................................... 15 In-game currencies .......................................................... 19 Raising finance for games .............................................. 23 Tax and tax breaks ...........................................................27 Game development projects ........................................... 31 Investing in a games business ....................................... 35 Advertising and promotions ............................................ 41 Prize competitions and lotteries .....................................47 Small print ........................................................................ 53 Protecting games – intellectual property issues ......... 59 Leveraging player data ....................................................67 Packaging and labelling requirements ............................77 eGaming ........................................................................... 83 About Taylor Wessing ..................................................... 92 6 | Over recent years, several models have evolved through which to earn revenues from games. These include the traditional boxed copies and ‘pay per download’ models, in addition to the more recent (but now common) use of in-game purchases and adverts. It is important to consider the legal implications of the different monetisation options as part of the development process. Monetising games Monetising games Boxed copies and ‘pay per download’ With boxed copies and ‘pay per download’ games, users make a one-off payment to play the game on their device. The advantage is simplicity – the publisher submits the game to the physical and/or online stores which, in turn, make it available to users and pass the revenues generated back to the publisher (minus a revenue share). The disadvantage is that once the publisher has received the revenue for the game, the monetisation ends. In addition, the fact that upfront charges often discourage users means that developers frequently turn to other monetisation models. | 7 Boxed games/‘pay per download’: what are the legal issues? This option works well for some publishers and, provided the game complies with certain content requirements (and labelling rules for boxed copies), the publisher has few legal issues to consider. This is because the physical and/or online stores (rather than the publisher) process the payments from users and interface with them. Nonetheless, it is useful to have terms and conditions for the game (often referred to as an End User Licence Agreement or EULA) to limit the publisher’s liability and to inform users about what they can and cannot do with the game – particularly important if it features user-generated content. These terms and conditions should also contain certain provisions mandated by the platform providers under their agreements with the publishers. In addition, the inclusion of a privacy policy is important in order to assist the publisher in complying with data protection laws. The policy should set out what the developer will do with users’ personal data. More care needs to be taken and, potentially, additional measures applied with wider uses of data, particularly where players are more likely to be children (see section on Leveraging Player Data). If games are distributed outside the physical and/or online stores, for example, on the publisher’s website, it is vital to consider the practicalities of the strict consumer distance selling laws. These require, (among other things) a refund mechanism – a process that would normally be carried out by the relevant app store. 8 | The use of in-game purchases is another monetisation model that has become popular (and in social games, almost universal where the freemium model has become the main route to monitisation). This model involves the sale of game play extras to users in order to add an extra revenue stream. For example, the hugely popular app game Candy Crush allows users to purchase boosters such as ‘Coconut Wheels’ and ‘Lollipop Hammers’ which each enable users to do something different in the game to help them complete difficult levels. Monetising games In-game purchases The advantage of using in-game purchases as a monetisation model, as opposed to the boxed copies and ‘pay per download’ models, is that users are more inclined to play free games. If they like them, they will tell their friends, post positive reviews and then make in-game purchases, or perhaps even purchase a boxed or ‘pay per download’ version (the rationale behind so-called ‘lite’ app games). | 9 In-game purchases: what are the legal issues? The use of in-game purchases, particularly in respect of games which target children, could breach the Consumer Protection from Unfair Trading Regulations 2008. The Office of Fair Trading, now the Competition and Markets Authority, published guidelines on 30 January 2014, that list examples of behaviours that are “more likely to comply” or “less likely to comply” with consumer protection laws. In respect of adverts for games that offer in-game purchases, the Advertising Standards Authority has held that publishers must be clear about what consumers can expect from the free element and what impact failure to make in-game purchases would have on gameplay. Publishers are, therefore, advised to make it clear to users before the point of purchase (as well as within the game itself) the extent to which in-app purchases are required to use the game or, alternatively, to explore other monetisation models. Subscription/pay-wall The subscription monetisation model can be lucrative. Publishers such as Blizzard (for example with its game World of Warcraft) have released games where users need to pay subscription fees to play them. The advantage is that the subscription monetisation model provides regular income for publishers, although it does require investment to maintain high quality, fresh content and compelling gameplay to retain user loyalty. 10 | If a publisher sells subscriptions direct to users, for example, on its website, it is (again) important to consider the practicalities of the strict consumer distance selling laws. Monetising games Subscription/pay-wall: what are the legal issues? In the context of app games, it is often the case that publishers use the subscription monetisation model to encourage users to subscribe on their website (rather than on or via the app itself). This enables the publisher to keep 100% of the subscription fees and circumvent the revenue share taken by app stores. Nonetheless, the app stores have strict rules which form part of their agreements with publishers – for example, if a publisher of apps on the iOS platform allows users to subscribe outside the app, the same (or better) subscription price must be offered inside the apps. The use of links in the apps which allow users to purchase content or subscriptions outside the app is also forbidden, making the customer journey somewhat counterintuitive and, perhaps, impacting conversion rates. App stores will almost certainly remove any apps which contravene the rules. Advertising Another option is to embed small banner ads and other forms of advertising into games. In the context of app games, for example, there are many different ad networks to choose from including AdMob, Adfonic | 11 and BuzzCity. It is important for publishers to choose an ad network (or number of ad networks) that suit their requirements, target market, geography and budget. The industry standard is for the publisher to be paid on a ‘cost per click’ basis – this is where the advertiser pays for each active response from a user to their adverts such as clicking through a banner to the advertiser’s site. The advantage is that the revenue generated from integrated advertisements means that games can be distributed for free which, in turn, can generate more downloads and, consequently, more advertising revenue for the publisher. This is the monetisation model in the ‘lite’ version of several app games such as Rovio’s Angry Birds. Advertising: what are the legal issues? The legal issues are similar to those in respect of ad networks used on websites. It is advisable for app game developers to check their agreements with the ad networks to make sure that advertisements appropriate for the app are served within it. The ad network should be under an obligation to vet the advertisements and not display advertisements within the app from websites that, for example, sell counterfeit goods or illegal services. The app developer will often seek indemnities in case of third party claims (although no legal contract will, of course, be able to adequately compensate for serious reputational harm to the publisher, nor for any criminal liability it might face in extreme cases). 12 | Sponsorship, where a game is developed to generate awareness of the sponsor’s brand, is a common monetisation method for browser-based and app games. The game publisher will often receive a contribution towards the development costs at the start of the project which ensures a profit before the app has even been launched. In return, the developer features branding opportunities within the game, often to the sponsor’s specification. For example, H&M’s sponsorship of the MyTown app game, enabled users who checked-in to H&M stores to earn points that could be used to purchase branded H&M virtual products in the game. Monetising games Sponsorship Sponsorship: what are the legal issues? It is important to have an agreement in place between the publisher and the sponsor. This agreement should make it clear who owns the intellectual property in the game and to what extent each party can market/ advertise it (and develop sequels). The publisher and sponsor also need to set out their respective payment obligations clearly – the sponsor might pay a one-off fixed fee or otherwise pay the publisher a revenue share generated from sales through the game. | 13 14 | The recent warnings about in-game purchases from the regulators The use of in-game purchases has become increasingly popular. This monetisation model involves the sale of game play extras to users in order to add an additional revenue stream. For example, the hugely popular app game Infinity Blade enables users to purchase swords and other in-game items with real money for use in virtual battles as they progress through the game. In-game purchases In-game purchases Although games such as Infinity Blade are of most appeal to adults, there has been a marked increase in the number of games that use in-game purchases which are targeted at children. Public awareness of the issue has been raised by several high-profile news reports of children who had spent a fortune on in-game purchases – like the British child who spent £1,700 playing Zombies vs Ninja and another who purchased £980 worth of virtual donuts in The Simpsons: Tapped Out. The widely reported settlement by Apple in the US has also fuelled concern in many markets, causing regulators to sharpen their teeth. The Office of Fair Trading (now the Competition and Markets Authority) The Office of Fair Trading (OFT) responded to the increase in public concern around in-game purchases and announced in April 2013, its investigation into the ways in which online and app games encourage children to make | 15 purchases. The OFT looked particularly at whether these games include unlawful “...direct exhortations to children - a strong encouragement to make a purchase, or to do something that will necessitate making a purchase, or to persuade their parents or other adults to make a purchase for them.” This is unlawful under the UK’s Consumer Protection from Unfair Trading Regulations 2008. On completion of its investigation, the OFT published guidelines which do not set out specific requirements, but rather list examples of behaviours that are “more likely to comply” or “less likely to comply” with consumer protection laws. The Advertising Standards Authority In relation to how games are advertised/marketed, it is the Advertising Standards Authority (ASA) which has the power to examine the adverts for games and consider whether or not they could mislead the public. The ASA has stated that adverts for games should make clear what consumers can expect from the free elements and whether in-game purchases will have a significant impact on gameplay (see section on Advertising and promotions for more). 16 | Some game publishers have explored other, less contentious in-app monetisation models. Blizzard, for example, has adapted the traditional in-app purchase model with its recent launch of a new Warcraft-themed online game, where users purchase collectable cards bought in shops. These cards are replicated in the online game in which players battle with others, using the spells and weapons from the collectable cards to help defeat an opponent. Another example is the ‘toys-to-life’ concept where physical toys are recognised by games consoles via Near Field Communication chips and then replicated as a character within the game (Activision’s Skylanders franchise is a leading example). These are new approaches in an area where the law lags behind the technology. In-game purchases Alternative approaches | 17 18 | E-money Financial regulation is not the most obvious issue in the context of games, but publishers should be mindful of inadvertently issuing ‘e-money’ to facilitate in-game purchases. E-money is regulated throughout the EU under the Electronic Money Directive (Directive) and requires, among other things, that the issuer be authorised by its national regulator (for example, the Financial Conduct Authority in the UK), for funds to be safeguarded and for the e-money to be redeemable on demand. In-game currencies In-game currencies What is e-money? E-money means any electronically stored monetary value represented by a claim against its issuer which: is issued on the receipt of funds for the purpose of making payments; and is accepted by someone who is not the issuer as a valid means of paying for goods or services. Typically, this could be relevant to any third party issuing pre-paid vouchers or virtual ‘tokens’ that enable customers to make in-game purchases. Having said that, many businesses will fall within one of two exemptions under the Directive: the limited network exemption where the only goods or services that can be purchased using the e-money fall within a limited network (this would apply to a virtual | 19 currency that could be used among a small number of publishers on a common platform); or an exemption for purchases made through a digital device for goods or services that are delivered to or used through that IT device. As always, the devil is in the detail and affected businesses should seek professional advice to ensure they are not carrying on regulated activities without the requisite licence. Summary: � issuing e-money is regulated throughout the EU; � third parties providing pre-paid methods to facilitate in-game purchases may be issuing e-money; and � such businesses should carefully consider whether exemptions are applicable. Virtual currencies Not to be confused with the regulation of issuing e-money is the somewhat less regulated world of virtual currencies (such as Bitcoin). Bitcoin, in particular, is increasingly accepted by games businesses such as Zynga, and Microsoft recently included it as a payment option in its Xbox and Windows stores. Virtual currencies have been getting a lot of media attention, not always positive, which may scare off potential users. Any business thinking of accepting virtual currencies must consider how to manage risks including: 20 | theft; fraud; exchange or marketplace insolvency; hacker attacks; and money laundering, In-game currencies as well, of course, the risk of serious reputational damage if things go wrong. Along with the US and other jurisdictions, the UK government has started to consider whether regulation is necessary in this area and there is a risk that fragmented regulatory and taxation frameworks could emerge. Mainstream adoption is hindered by the overall lack of certainty in core areas and, ultimately, we expect legislation to harmonise requirements covering a range of topics, such as: refunds; price guarantees; complaint handling processes; protection schemes; and secure IT systems. Publishers need to think about how they can design systems to accept virtual currencies - and how to redeem them – in an ever changing regulatory environment. | 21 22 | General issues Creating the next blockbuster game tends not to be cheap. Some businesses ‘bootstrap’ and aim to survive off revenue alone, but many seek external financing. Raising finance for games Raising finance for games Businesses may consider: Equity fundraising Do shareholders want to dilute their control of a company to raise funds, particularly when third party investors are likely to have different motivations? Debt financing If a game is unpopular, revenues may not be as high as expected and a company may be unable to repay its debt. In a worst-case scenario, a company could be placed in administration. Publisher funding for the games industry For many years, the games industry has relied on publishers to fund developers. This has a number of benefits: security of funding as developers and publishers are unlikely to terminate their agreements; publishers support developers of all sizes; and developers benefit from a close relationship with publishers and this dilutes some of the risk associated with taking a game to market. | 23 However, publisher funding is based on a ‘milestone’ system (i.e. funds are given when certain development milestones are met) and this raises some concerns including: the risk that publishers have too great an impact on creative decisions by setting the milestones; milestones may constrain game development and prevent exploration of different ideas; and if milestones are not met, a developer may be unable to pay for all expenditure, particularly payroll. Alternative sources of finance While publisher funding is the main source of financing, there are alternatives available: Bank lending A small number of banks lend to developers and publishers. Lending is usually structured by milestone payments, as with publisher funding, but there are likely to be fewer creative constraints. Banks tend to lend against distribution and would require a guarantee against the game being delivered to market. 24 | Project finance Similar to film finance, investors lend against a particular game and take a share in the revenue. In some circumstances, games are grouped together (known as “slate financing arrangements”) to mitigate the risk of a particular game flopping. Crowdfunding Raising finance for games A new funding source where a large number of people invest in a project through an online platform. There are various types of crowdfunding, but the gaming industry may be interested in a royalty-based system where investors give money in return for a fixed share of revenue. | 25 26 | Taxation of games businesses Games businesses which trade in the UK and are resident in the UK, or carry on their trade through a UK permanent establishment, will generally be subject to corporation tax in the UK on their trading profits. Currently the UK’s main rate of corporation tax is 21%, but from 1 April 2015, this will reduce to a top rate of 20%. � Certain regulated gaming activities may not constitute a trade for UK tax purposes (see section on eGaming). � Depending on the nature of the games-related activities, businesses may also be subject to other taxes. Tax and tax breaks Tax and tax breaks Tax breaks for games businesses The UK has a number of tax incentives and reliefs which may assist game developers and publishers both in securing investment (such as the Seed Enterprise Investment Scheme (SEIS) and the Enterprise Investment Scheme (EIS)), and also in developing specific games products (such as the Video Games Tax Relief and the Research and Development Tax Relief). Seed Enterprise Investment Scheme The SEIS provides generous tax incentives for UK tax resident individuals who make equity investments in | 27 new (and often high-risk) startup businesses (such as developers or publishers) by subscribing for new ordinary shares. A company may raise up to £150,000 under the SEIS. Tax relief is available in relation to income tax and capital gains tax (CGT) subject to time limits and meeting the qualifying criteria for an investor or company. Enterprise Investment Scheme For larger or more established games businesses which do not meet the requirements for SEIS, EIS may be available. This is similar in structure to SEIS – providing income tax and CGT reliefs for UK tax resident individual investors who subscribe in cash for ordinary shares in qualifying companies. A company may raise up to £5m a year under the EIS. This limit is aggregated with investments under the Venture Capital Trust Scheme and other notified State Aid received by the company. For businesses which have already raised funds under the SEIS, a further EIS investment can only qualify for EIS relief once at least 70% of the SEIS monies have been spent on the company’s qualifying activity. Again, time limits need to be observed and qualifying criteria need to be met. Video Games Tax Relief The UK’s Video Games Tax Relief provides tax relief to incentivise the production of “culturally British” video games in the UK. It should, however, be noted that the Video Games Tax Relief will not be available to developers of regulated gaming (i.e. eGaming/gambling) products. 28 | Tax and tax breaks Relief is potentially available for a wide range of “video games”, including games developed for consoles, computers and apps. To qualify for relief, games must meet a number of qualifying conditions including that they are developed for commercial exploitation. The relief is given through the UK corporation tax system so it is only available to UK tax resident companies or non-UK resident companies which have a UK permanent establishment. Research and Development Tax Relief The UK offers specific incentives through the tax system to encourage UK resident companies, and nonUK resident companies which have a UK permanent establishment (e.g. a branch or an agency), to undertake innovative research and development projects in the UK. Research and development is widely drawn and can encompass the development of games and games platforms. The key point is that to qualify as research and development, the project must seek to achieve an advance in science and technology or address technological or scientific uncertainties and be related to a trade that is, or will be, carried on by the company. The amount of relief available will depend on which of the two research and development relief schemes the company qualifies under: the SME scheme or the larger company scheme. Claims for relief under either scheme are made in the company’s UK corporation tax return and must be made within two years of the end of the company’s accounting period in which the expenditure was incurred. | 29 30 | In some ways, developing a game is no different to any other software development project. When appointing the developer, general issues to be considered at the outset include: agreeing whether it is a fixed price or time and materials project; agreeing the manner and timing by which the specifications of the game are agreed and captured; deciding on the overall project timetable; agreeing who owns the intellectual property rights created (especially if pre-existing software and/or open source software is being used); and price and liability issues. Game development Game development projects In addition, there are a number of issues which are particularly relevant to games: Compliance with the terms imposed by third parties Some platform providers (i.e. console manufacturers and app stores) are more prescriptive than others (for example, Apple’s terms are more prescriptive than Google’s). Even where there is no direct contractual relationship between the developer and platform provider, the specifications in the development agreement often require the developer (and the game | 31 itself) to comply with such platform terms. Given these are not always publically and freely available and the platform provider reserves the right to change its terms at will, it can be difficult for the game developer to ensure compliance. At the least, though, current terms should be tracked down and requirements factored into the development of the game. Acceptance Publishers will often want final acceptance to take place only after certain platform providers have agreed to list the game. This is something game developers ultimately have no control over so they will want a different milestone for acceptance, for example, once the game has met the specification. Support and maintenance Publishers may want the developer to agree to support the game and provide updates once it has been accepted by the platform provider(s). Again, the game developer should lobby for acceptance of updates to be unconnected to any action or inaction by the platform provider(s) if it agrees to take on ongoing responsibilities. Scope of any licences granted and restrictions on use The parties should decide whether the source code is being given to the publisher, especially if the publisher needs to undertake support and maintenance itself. 32 | Royalties In addition to payment for developing the game, the parties will need to agree what, if any, royalties received on the profit generated from the exploitation of the game should be paid to the developer. Game development Rights of first negotiation and last refusal (with the publisher) on future games Publishers may request these rights but a game developer should be careful about agreeing to any kind of exclusivity option. | 33 34 | The UK games market has seen a number of high profile exits in the last few years at valuations that have caught the attention of investors not only in the UK but also, increasingly, from overseas, including private investors and venture capital firms from the US. This has bolstered the UK market as it continues to compete with the traditional tech strongholds like Silicon Valley for funding opportunities. Investing in a games business Investing in a games business Funding A games business, like any technology business, will require funding to fuel its growth cycle as it aims to achieve international expansion and potential exit (usually by trade sale or IPO). Along this journey the business might expect to start with seed money from family and friends when bootstrapping isn’t enough, then perhaps angels for initial outside capital, before pitching to VCs and institutional money when looking for larger rounds at higher valuations to achieve the blockbuster exit all founders are chasing. Once a developer or publisher takes outside investment, the founder team will need to walk the tightrope of managing the business, keeping investors happy and looking for the next funding round, while all the time building the company, its titles and achieving a critical mass of players. | 35 Typical investment structures Incoming investors will typically subscribe for shares in the business and, at the same time, enter into a shareholders’ agreement to govern the relationship between the shareholders and the ongoing running of the business. Convertible debt is another common method used to invest, although this is less popular for early stage businesses as this structure doesn’t generally work for SEIS tax relief (see section on Tax and tax breaks). The parties are free to negotiate the terms of the investment and all manner of complexity can be built to achieve particular objectives or protect certain interests, however, simplicity is usually the best course of action. Typical issues to consider on investment: Diligence When investing in a games business, the key assets are likely to comprise intellectual property (IP) and, possibly, player data. Ensuring that the business actually owns or has the right to use the IP that is central to its titles or platform is key – this could mean code itself but also, possibly, brands and images licensed in from third parties. The right to leverage player data will also be key to value and an investor will carefully examine the privacy policies used by the business as well as its notification and general compliance under the Data Protection Act 1998 (see section on Leveraging Player Data). 36 | Structure Investing in a games business Corporate diligence is also necessary to confirm the actual ownership of the company and that there are no legacy disputes between the shareholders or third parties (such as employees, consultants or developers) regarding their equity stake in the business, for example, claiming they were promised shares for the development of game concepts, code or other IP. The specific terms of the investment should always factor in tax advice at a personal level for the investor. As described in the section on Tax and tax breaks, SEIS and EIS relief are very attractive to UK investors but where there are foreign-based investors, corporate investors or offshore structures, their circumstances need to be weighed against those of the existing shareholders and co-investors. Keeping an eye on the exit event is also key to ensure that any eligibility requirements are not overlooked when negotiating the investment terms. Overseas investors Investors will invariably invest in the parent company if there are subsidiaries in other jurisdictions. For games businesses that were founded outside the UK, but which wish to attract UK investors, an investment round is often the time to restructure by interposing a new UK holding company. While the same position used to hold in the US (US investors requiring a US holding company), it is becoming increasingly common for US investors to invest directly in a UK games business rather than requiring a ‘flip’ to the US. | 37 Care is needed when investing in companies that started in less familiar jurisdictions. The diligence matters described above will be crucial as each country will have its own laws, for example, around IP ownership. Minority rights When negotiating any investment agreement, a key point will be control and decision making. This can be cut many ways but once there are multiple shareholders, it is likely that a concept of an ‘investor consent’ will be used to act as a check on the company, in addition to protections baked into the company’s articles of association. For example, investors will want to ensure that pre-emption rights will apply on new funding rounds to avoid dilution of their shareholdings (usually on the basis that each investor would need to participate to follow their money). “Dragalong” and “tag-along” rights are also often used to enforce a sale once the requisite majority is met and to ensure minorities are not left behind. Vesting and employment Investors might be investing in a games business largely because of the calibre of the management team. Provisions that make the founders’ shares subject to staged vesting provide a neat way to ensure that the founders actually “earn” their shares and don’t walk away. The use of “good leaver” and “bad leaver” concepts add a layer of complexity but are a helpful way to ensure fairness (although what is fair is likely to be viewed differently by management and investor). 38 | Options Investing in a games business Ensuring the management have suitable employment contracts is important to make leaver provisions workable and, therefore, an investment round is generally a good time to regularise employee terms and set salary expectations. An investor will also want to make sure that the management/founders are subject to appropriate noncompete restrictions in the market. The term sheet for an investment will likely include an agreed option pool allocation. Options, and particularly the tax favourable Enterprise Management Incentive (EMI) options, are a great way to incentivise employees and attract new hires. Advice is needed to make sure any option grants are carried out properly and that the company is in full compliance to ensure both talent and company achieve the planned tax treatment. | 39 40 | Advertising can prove to be a major source of revenue for many games businesses. Streams of advertising in the games sector include product advertising, advergames, online and app games. In general terms, a distinction can be made between two types of in-game advertising: static in-game advertising, where the advertising is permanently integrated into the game in a format that does not change; and dynamic game advertising where the advertising is only temporarily inserted into the game. An example of this would be in football/soccer games where the perimeter advertising in a virtual football stadium advertises products from a different company each week. Advertising games and promotions Advertising and promotions How is advertising regulated? In the UK, the Advertising Standards Authority (ASA) is the independent regulator of advertisements across many different media and sectors. Advertisements and marketing communications for (or within) games will fall within the remit of the UK Code of Non-broadcast Advertising, Sales Promotion and Direct Marketing (CAP Code) or the UK Code of Broadcast Advertising (BCAP), which are both enforced by the ASA. For | 41 example, in July 2014, the ASA published its adjudication on certain marketing communications for the app game Dungeon Keeper. It held that there was misleading advertising because the description of the app omitted significant information about the impact failure to make in-game purchases would have on player experience. As such, there had been a breach of the CAP Code. The central principle of the CAP and BCAP Codes is that marketing communications should be legal, decent, honest and truthful. They must be prepared with a sense of responsibility to consumers and society and must respect principles of fair competition generally accepted in business. Advergames Advergames are also governed by the CAP Code. The Committee of Advertising Practice describes advergames to be games which are typically used to advertise a product, brand or organisation and are: accessible on: social media sites; or companies’ own websites; or downloadable content or apps on mobile devices, which are directly connected with the supply or transfer of goods, services, opportunities and gifts. 42 | Online and mobile Advertisements and marketing communications in online and app games are also governed by the CAP Code (see above). Advertising games and promotions Advergames must be identifiable to consumers as such under the CAP Code. The ASA will consider as relevant the context in which the game is made available, any references to the product, brand or organisation in or around the game, and the target audience. Particular care is needed in relation to advertising which targets or is likely to be accessed by children. Following an investigation into market practice, the Office of Fair Trading (OFT) (now the Competition and Markets Authority) published a list of eight principles to help online and app game publishers abide by the UK’s consumer protection laws. | 43 44 | � cost information and other material information about a game or the game publisher should be provided clearly, accurately and prominently upfront, before the consumer plays, downloads or signs up to the game; � the commercial intent of any in-game promotion of paid-for content, or promotion of any other product or service, should be clear and distinguishable from gameplay; � games should not include practices that are aggressive or which otherwise have the potential to exploit a child’s inherent inexperience, vulnerability or credulity to place undue influence or pressure on a child to make a purchase; � a game should not include direct exhortations to children to make a purchase or persuade others to make purchases for them; and � payments should not be taken from the payment account holder unless expressly authorised. Advertising games and promotions The key OFT principles for online and app games include: | 45 46 | Games often take the form of prize competitions or draws. Both carry the risk of being caught by the Gambling Act 2005 (Act) commonly as a lottery (see section on eGaming). Therefore, it is important to structure them so that they do not fall within the definition of a “lottery” – these are illegal under the Act unless the organiser has an operating licence or falls into one of the (very limited) exemptions. Prize competitions and lotteries Prize competitions and lotteries A prize contest will not be deemed a lottery if it satisfies the “skill” requirement (see below) or if there is no payment requirement to enter. “Skill” requirement Under the Act, the “skill” requirement is satisfied if the prize contest contains a requirement to exercise skill or judgment or to display knowledge and where it can reasonably be expected that the requirement: prevents either a significant proportion of potential participants from entering; or prevents a significant proportion of entrants from receiving a prize. If questions are too simple to deter a significant proportion of potential participants, or to eliminate a significant proportion of entrants, they will fail the “skill” requirement. The Gambling Commission (the regulator | 47 for the gambling industry) has given the following advice: “The more questions or clues that have to be solved, or the more obscure or specialist the subject, the more likely it is that application of the statutory test leads to the conclusion that the competition is not a lottery.” A question such as “In what country would you find London?” would almost certainly be deemed too simple. The Gambling Commission has not, however, issued guidance on what would be deemed a “significant proportion”, apart from that the expression should be given “its ordinary, natural meaning”. Free to enter If a prize contest does not meet the “skill” requirement, it will be a lottery unless: no payment is required to enter (whether this is to participate in the competition, or to establish you have won, or to collect a prize); or there is an alternative free method of entry. The Act states that “payment” includes paying money or paying more for something to reflect the opportunity to enter the prize contest. Therefore, if promotional and non-promotional packs of a product (say a boxed video game) cost the same, there will be no payment. Even if there is a paid route to enter, a competition will be treated as free to enter if there is an alternative free entry method, provided that: 48 | the alternative method is a letter sent by ordinary post or some other form of communication which is neither more expensive nor less convenient than the paid-for method; the choice is publicised in such a way as to be likely to come to the attention of all those who propose to participate; and the system used to allocate prizes does not differ between the two entry routes. Prize competitions and lotteries Consequences of running an illegal lottery An individual or business involved in promoting or facilitating an illegal lottery (which includes a contest which is, in fact, a lottery) is guilty of a criminal offence under Part 11 of the Act, and, on conviction, is liable to a fine of up to £5,000 and/or imprisonment for up to 51 weeks (England and Wales) or six months (Scotland). These sanctions are, of course, a worst-case scenario, but the bad publicity that could result from running a contest which is deemed to be an illegal lottery could be substantial. CAP Code on prize contests All prize contests must comply with the requirement of the UK Code of Non-broadcast Advertising, Sales Promotion and Direct Marketing (CAP Code). It sets out certain additional rules. The CAP Code applies to all marketing communications in print, cinema and video, as well as online advertising in paid-for space. It does not apply to broadcast commercials which are subject to the | 49 UK Code of Broadcast Advertising or Radio Advertising Standards Code, or to the content of premium rate telephone services which is regulated by PhonepayPlus. As well as the general principles that require advertisements to be legal, decent, honest and truthful, the CAP Code requires certain information to be given to consumers before or at the time of entry into the prize contest. That information includes: 50 | � how to participate; � free-entry route explanation; � start and closing dates; � proof of purchase; � prizes and gifts; � restrictions; � availability; � promoter’s name and address; � any restriction on the number of entries; � whether the promoter may substitute a cash alternative for any prize; � if more than 30 days after the closing date, the date by which winners will receive their prizes; � how and when winners will be notified of results; � how and when information about winners and results will be made available; in a competition, the criteria and mechanism for judging entries (for example, the most apt and original tiebreaker); � if relevant, who owns the copyright of the entries; � if applicable, how the promoter will return entries; and � any intention to use winners in post-event publicity. Prize competitions and lotteries � | 51 52 | Terms and conditions form a contract between the games publisher and the player. They deal with the conditions on which the game is supplied, limit the publisher’s liability and cover data protection and consumer protection compliance, and may also deal with regulatory issues around in-game currencies. There are a number of challenges with providing the required information in such a way that it is legally binding, particularly when a game is being supplied on a small screen. Small print Small print Game publishers will need to ensure they have the following: End User Licence Agreement (EULA) The EULA is a contract with the players setting out rules on how they may use the game together with other provisions covering things like the publisher’s liability, intellectual property and rules on user-generated content. In the context of app games, publishers often rely on a default EULA, such as the ones provided by Apple and Google, rather than supplying their own. This can, however, leave them exposed as these types of agreement are geared more towards protecting the platform provider than the game publisher. Privacy and cookies policy The processing of personal data and the placing of cookies on devices are regulated. Publishers will need to include privacy policies and a cookie policy (if using | 53 cookies) to explain to players what is happening to any personal data they provide, to explain what cookies are being dropped and to get user consent where required. Many games collect and process personal information. Some of this will fall into categories of information that are considered “sensitive” and which need additional security if processed, for example, login credentials, registration and financial information (see the section on Leveraging Player Data for more detail). Particular consideration should be given to the following issues: Consumer protection rules Another heavily regulated area is consumer protection. New rules require providers of downloadable digital content to get the user to specifically acknowledge that it has been supplied to them and that this voids their cancellation right (otherwise standard cancellation rights will apply). Consumer rules also require certain specific information to be provided to players at various stages of any purchasing process. In-game purchases It is very important to make it clear to players at the outset if in-game purchases are available, all the more so if game experience depends on making them. In addition, particular care must be given when explaining this if the game is directed at children. Being upfront and transparent is key (see section on Advertising and promotions for more detail). 54 | In-game currency As covered previously, in-game currencies may raise regulatory issues and the terms and conditions will need to adequately reflect these. Small print Enforceability It is not enough to have terms and conditions buried somewhere deep in the game. Players need to be presented with clear terms and conditions at the right time in the process if the terms are to be enforceable. An example of where this is particularly important is when capturing consent both to the EULA and to the privacy and cookies policies. Depending on the way the game is distributed, there will be different appropriate ways of making sure terms and conditions are enforceable and that user consent is obtained. Where boxed copies of console games are sold, the traditional ‘shrink wrap’ approach where the small print is available within the box remains common. In other situations, the ideal way to do achieve enforceability is to present the various terms and conditions at the outset and provide acceptance tick boxes. This is not always practical, particularly on small screens and consumer law does provide that, where there is limited space to display all the required information, only certain details (such as the price of the game or the cost of in-game purchases) must be provided upfront with the rest of the information supplied in “another appropriate way”, for example through a link to a web page. | 55 Where space is limited, a cautious but pragmatic approach is often for the game provider to: � have its own EULA (rather than any default version from the relevant app store) and privacy policy; � make both sets of terms available via a link on the download page (clearly entitled “End User Licence Agreement” or, better still, “End User Licence Agreement - Please read”); and � include appropriate wording to obtain agreement from the player. Certain information disclosure requirements as part of the purchase process for games or in-game purchases fall squarely within the remit of the platform providers like Apple with its App Store and Valve with its Steam Store, rather than the publishers. This is because it is the platform providers which process the payments from players and interface with them rather than the game publisher. 56 | Small print | 57 58 | What is protected? The main forms of intellectual property rights (IPRs) and protection for games in the UK are: Form of protection Examples of what can be protected Registered trade marks Brand name, business name, logo and product name (but also potentially packaging, colours and shapes). Rights in passing off Brand name, goodwill and reputation, including packaging. Protecting games - intellectual property issues Protecting games – intellectual property issues Copyright and Text, images and graphics, films and database rights music. Aspects of software may be protected by copyright in certain circumstances. Consumer and sales data may be protectable via the database right. Patents Traditionally, “inventions”, which means it is difficult, although not impossible, to protect games using patents (but well-known titles such as Fifa incorporate patented onscreen elements). | 59 Who owns the IPRs? In the UK, in most (but not all) cases, IPRs developed employees in the course of their employment will be automatically owned by the employer. However, when outside consultants are used, a signed contract is needed to transfer ownership to the business. It is best practice to have signed contracts in place with employees and consultants alike, which expressly state that any IPRs created are automatically assigned. Crucially, developers will own the IPRs in games unless they assign them formally to publishers. Can IPRs help in the fight against piracy? Piracy is an issue routinely faced by publishers. There are legal solutions for publishers including: litigation can be used against individuals and websites that encourage and commit video game piracy; individuals can also be found guilty of copyright infringement for selling modchips that enable pirated games to be played; and publishers may be able to take legal action for trade mark infringement where their registered trade mark, or a mark confusingly similar, is used in the game or on its packaging. Even where a brand name is not registered, there may still be some protection under the action of “passing off”. While litigation can be an expensive and resource-intense process, there are a growing number of avenues for obtaining targeted remedies or going down a cheaper 60 | site blocking orders granted against ISPs to block access to websites which carry infringing content; ISPs cooperating with copyright holders to shut down illegal sites; four major ISPs and rights holders groups have also established the Creative Content UK alert programme under which ISPs will send a series of warning letters to subscribers whose accounts are used for infringing copyright. This has become a relatively inexpensive and effective method of tackling some forms of piracy. Clone or copyright? Protecting games - intellectual property issues route through the UK courts including: Clones (i.e. games intended to be very similar to, or heavily inspired by, a previous popular game or series) have been a feature of the games industry since the first games were produced over thirty years ago. There is a line between cloning and copying, and it is copyright law’s job to identify where it is. A game is likely to be a clone (and thus infringing IPRs) if it comes too close to the original, for example by: taking too much of the detailed expression of the concepts, ideas and appearance of the original and its narrative; or if the name of the clone and/or the way it is marketed misleadingly present the clone as being associated or connected with the original (e.g. a version of the same game for a different platform). | 61 Relevant copyright works include images and graphics featured in a game, the overall look and feel of the game, audio and any text used. How far those various copyright works go to protect the original will depend on how close they are to the original and what parts of those works the clone reproduces. If the games simply play in a similar way, this may not amount to infringement, and nor is there any monopoly over subject matter, such as a rally driving or golf game. Registered trade marks Business trading names, brands, product names, logos, shapes and even sounds and colours can all be protected by registering them as a trade mark. Trade marks for elements of a game such as character or level names, and/or images of characters, may also be obtainable. Trade marks must be registered for specific goods and/or services. A trade mark registered for one area of use (e.g. games), will not necessarily be protected in other areas of use (e.g. clothing or toys) under the same brand. However, speculative registration may not be advisable as a registered trade mark which is unused within a certain period of time may be vulnerable to being cancelled for non-use. Trade marks can be registered on a national basis or by a single registration covering the entire EU (Community Trade Mark). A benefit of the Community Trade Mark is that it can give indefinite protection in all Member States of the EU, without having to use it in all of them – use in even one country is potentially sufficient to maintain the registration. 62 | Trading under a brand name that is not registered may still attract some protection through the rights under the law of passing off. To establish passing off, it is necessary to show: goodwill or reputation attached to the brand or game; that a third party has tried to pass off its brand or game as yours, and that this is likely to lead the public to believe its brand or game is yours; and that as a result, your brand or game has suffered. Enforcing rights under a passing off action is usually more expensive than enforcing rights under a registered trade mark because of the need to submit evidence of goodwill and confusion amongst players. Protecting games - intellectual property issues Unregistered brands Patents protection Patents are IPRs which are granted for inventions which are technical. In Europe and the UK, patents are granted for inventions which are new and which are inventive compared to technology which has gone before (known as prior art). They must also be capable of industrial application and the invention must not fall within a category of subject matter excluded by statute from patentability. Excluded subject matter is considered further below. A patent is a monopoly right granted in a particular territory (or territories) which generally lasts 20 years. | 63 Patentability of games Patents in Europe and the UK are not available to protect computer programs, mathematical methods or algorithms as such. Nor are they available for rules and methods for performing mental acts, playing games or doing business. All of these are excluded from patentability by statute. However, technical inventions which are nevertheless implemented by computer software are protectable by patents. Some patents have been granted in Europe which protect games in their capacity as software-implemented inventions. Since patents are granted separately in each country, whether a software-implemented invention can or cannot be covered by a patent is dependent upon the country in which that right is sought. A software-based invention which would not be patentable in Europe might be protectable in the US by a US patent because the exclusion from patentability for software is narrower in the US than in Europe. There are, therefore, vastly more patents granted in the US in relation to games than there are in Europe and the UK. US patents in games There are many examples of patents and patent applications covering aspects of games and, for the reasons discussed, these are substantially in the US rather than in Europe. For example, US patents have been granted in relation to chat capabilities for multiplayer gaming, game-based incentives for 64 | Protecting games - intellectual property issues commerce, and virtual currency management. Again, many relevant patents are not directed at games alone and patents applying more generally to social networks and to e-commerce may, in fact, also be applicable to games. | 65 66 | Privacy and data protection The value of player data has soared and publishers collect, use and share information on a significant scale across an increasingly connected network of devices and players. The type of data collected may include personal contact details, certain device information and details obtained from gameplay and tracking online habits. When games are played in the Cloud, allowing players to switch seamlessly between devices mid-game, the amount of data collected increases further. The ability to consume, analyse and utilise this data brings enhanced value to businesses and convenience to players but also, inevitably, raises privacy concerns as much of this data will be personal data, the collection and use of which is regulated. Leveraging player data Leveraging player data It is important for businesses in the games industry to ensure privacy compliance, not only to comply with legal obligations, but also to build and maintain player trust and protect investor value. Non-compliance can trigger negative PR, brand damage and regulator enforcement (including prosecution and, in the case of serious breaches, fines). Data losses can also generate headlines in the mainstream press, as we saw with Sony. | 67 Key legal considerations: Transparency about data use It is essential to be upfront with players about what personal data is being collected and what it is being used for, including whether it is being shared with third parties or transferred out of Europe. This is usually done in a privacy and cookies policy (see below). Valid player consent In many cases it is likely that consent will be needed to justify the use of players’ personal data. Publishers will need to consider how to achieve this effectively, particularly in games targeted at children where it is necessary to show that the player is capable of understanding what is being asked of them. Notification to the ICO Most publishers will need to notify the Information Commissioner’s Office (ICO) of the personal data which is being collected and used, and who it is being shared with. Failure to do so where required is a criminal offence. Transferring personal data outside Europe A publisher will need to take one of a number of possible compliance steps to ensure the personal data is protected if it is transferred outside Europe. This can include using EU-approved ‘model clauses’ or getting approval to the transfer from the ICO. 68 | Security Data risks must be assessed and reviewed on an ongoing basis. Failure to address these risks can attract harsh penalties and reputational damage. Social media policy Leveraging player data Interaction with social media companies should be carefully considered to ensure that players are explicitly informed about which parties will access their data, what parts of the data will be used by each party and for what purpose. While this is a consideration for social media companies, it should also be reflected in the approach to privacy by games businesses. A more detailed analysis is necessary when collaborating further with a social media company to ensure there is no breach of relevant data protection laws, for example, where players are pre-identified as those who have a social media account for targeting purposes and for further profiling of individuals through increased data sharing. | 69 Fundamentals to include in a privacy and cookies policy: � details of the organisation in control of the data being processed (usually but not always the publisher); � type of data that is collected; � cookies description (see below); � use of collected data; � whether the data will be shared with third parties and, where possible, their names; � child safety provisions; � reference to any external links included on the website; � security measures in place to attempt to protect against the loss, misuse and alteration of personal data collected; � where collected data is stored; � rights of the individual whose data is collected; and � an appropriate contact point. Upcoming changes: new data protection Regulation The European data protection landscape is in the process of being updated, so publishers should keep a close watch on developments in order to prepare for likely changes (particularly US publishers who may not have been previously caught by new laws). Current proposals 70 | Cookies Almost all publishers and games will use cookies of some kind to support a wide range of services and functions. The use of cookies is governed by EU law and a cookie policy is required to set out what cookies are used and what they are used for. Leveraging player data contemplate the introduction of significant fines based on global turnover, elevating data protection laws to the level of anti-trust/competition laws in terms of penalties. Prior consent to the use of cookies is needed from players if they are being used for any purpose other than one which is “strictly necessary” for a service requested by a player. While the interpretation of “prior consent” varies across Europe, industry practice in the UK and some other markets is to use a prominent pop-up or banner to achieve this. Regulators across Europe are paying an increasing amount of attention to cookie compliance and can impose significant sanctions for breach. | 71 Cookie review: � identify the cookies used; � assess how intrusive those cookies are; � implement the most appropriate way of obtaining the player’s consent to those cookies; � prior consent should be obtained through a communication with the individual so that their action knowingly indicates their agreement to receiving cookies; and � this action should happen (wherever possible) before the cookie is set (but is only needed the first time the cookie is set). Marketing Another regulated area is the use of marketing communications, particularly where they are unsolicited and, again, player consent to send these is needed. In essence, a positive action is required by the player and best practice is to use an opt-in box. Consent must be opt-in where a third party is sending the marketing communication and the third party should also be named in the opt-in language if possible. Opt-in consent is also required where the communication relates to different products or services to those already being provided to a player (i.e. cross-selling). It is also important to include an ‘unsubscribe’ option in all marketing communications and to operate a ‘suppression’ list to ensure those players that opt-out are not marketed to again. There is also a public 72 | Mobile games App games can gather large amounts of data from player devices and it can be challenging to achieve data protection compliance in an app-friendly manner. Leveraging player data register, the Email Preference Service, which must be checked regularly to catch any players who have opted out through that route. The key to ensuring data protection compliance in apps is addressing privacy issues at the development stage as, typically, this is where it is decided both how personal data of players will be collected and how information will be presented to players. EU regulators highlight that other stakeholders including app stores, OS providers, device manufacturers and other relevant third parties must also address privacy concerns in relation to apps. | 73 74 | � name the organisation which is responsible for and makes decisions about data and where it is based (with contact details); � explain in clear language the features of the game, what data will be accessed, by whom and how it will be used or shared; � empower a player to: (i) consent to or reject the download of the game; (ii) distinguish between different data sets the app will access; and (iii) consent to different proposed uses of data; � highlight the use of device features and app-derived data; � make the privacy and cookies policy available at download via the app store and within the game; � set out how long their data will be collected for; � build in security features at the design stage; � replace device identifiers with app-specific or temporary identifiers to avoid tracking players or wider distribution of data; and � conduct ongoing privacy and security resilience testing. Leveraging player data Top privacy tips for mobile games: | 75 76 | PEGI Historically, the games industry was subject to a patchwork quilt of age rating systems across different markets. Since 2012, all games sold in the UK are regulated under the Pan European Game Information System (PEGI). As its name suggests, PEGI is used and recognised throughout Europe. Whilst PEGI is a selfregulatory members’ organisation, it covers every game for the Microsoft, Nintendo and Sony games consoles as well as most PC games. Selling a game to an under-age customer can constitute criminal offences for retailers in some countries, and retailers universally require the products they sell to be labelled by PEGI. Packaging and labelling requirements Packaging and labelling requirements PEGI is based on five age categories and eight content descriptors that advise the suitability and content of a game for a certain age range based on the games content (not on the level of skill required). For boxed games, the age labels should appear on the front of the box with the descriptor labels generally appearing on the back (their purpose being to illustrate the key reasons why the game has been classified in a certain age category). Games are rated by the UK based Games Rating Authority (for labels 12, 16 and 18) and by NICAM in the Netherlands for ages 3 and 7. Publishers submit their own online declaration as a basis for the rating of the content of the game. | 77 Age labels: The game is suitable for all age groups. Some violence in a comical context is acceptable however the child should not be able to associate the character on the screen with real life characters, they should be totally fantasy. The game should not contain any sounds or pictures that are likely to scare or frighten young children. No bad language should be heard. Any game that would normally be rated at 3 but contains some possibly frightening scenes or sounds may be considered suitable in this category. Videogames that show violence of a slightly more graphic nature towards fantasy character and/or non graphic violence towards human-looking characters or recognisable animals, as well as videogames that show nudity of a slightly more graphic nature would fall in this age category. Any bad language in this category must be mild and fall short of sexual expletives This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. More extreme bad language, the concept of the use of tobacco and drugs and the depiction of criminal activities can be content of games that are rated 16. The adult classification is applied when the level of violence reaches a stage where it becomes a depiction of gross violence and/or includes elements of specific types of violence. Gross violence is the most difficult to define since it can be very subjective in many cases, but in general terms it can be classed as the depictions of violence that would make the viewer feel a sense of revulsion. 78 | Bad language Game contains bad language. Discrimination Game contains depictions of, or material which may encourage, discrimination. Drugs Game refers to or depicts the use of drugs. Fear Game may be frightening or scary for young children. Gambling Games that encourage or teach gambling. Sex Game depicts nudity and/or sexual behaviour or sexual references. Violence Game contains depictions of violence. Online gameplay Game can be played online. Packaging and labelling requirements Descriptor labels: | 79 PEGI OK Label The PEGI OK label was devised to apply to online social games that are suitable for all age categories. Toys Many games produce toys as part of their offering and there are a number of legal requirements relating to their packaging. It is important to consider the labelling requirements of products before they are released for sale. There are legal requirements that need to be met in respect of toys, as set out in the Toys (Safety) Regulations 2011. These apply to toys that are designed or intended (whether or not exclusively) for play by children under 14 years old, although certain toys are excluded such as slings and catapults. The Toys (Safety) Regulations 2011, place certain requirements on manufacturers to ensure that each toy has been designed and manufactured to comply with essential safety measures during its foreseeable and normal period of use. They also contain labelling requirements. 80 | Packaging and labelling requirements | 81 82 | eGaming eGaming Many of the issues we have covered in relation to games also apply to eGaming but there are additional factors to be considered. Gambling – major changes to the regulatory regime in the UK Implementation of the Gambling (Licensing & Advertising) Act 2014 on 1 November 2014 The Gambling (Licensing & Advertising) Act 2014 (Act) came into force on 1 November 2014. It amends the Gambling Act 2005, so that remote gambling by consumers living in Great Britain will be regulated on a ‘place of consumption’ instead of a ‘place of supply’ basis. Prior to 1 November 2014, the Gambling Act 2005 required each operator offering its services in Great Britain to be licensed or regulated by one of the jurisdictions approved by the UK’s Gambling Commission (Commission) – the ‘white listed’ jurisdictions. Licences issued in these ‘white listed’ countries were treated as having been issued in Great Britain. However, the government became concerned that without specific requirements imposed by overseas jurisdictions, operators were not compelled to report certain information, such as instances of suspicious betting activity, to the Commission. Although some operators voluntarily shared information with the Commission in addition to their home regulator, it was | 83 often of insufficient detail to be used in an investigation. As such, the government asserted that the regime needed to change to a ‘place of consumption’ basis because “it [is] essential for the Gambling Commission to have a greater degree of oversight in respect of the gambling offered into Great Britain.” To that end, the main change set out in the new Act is an obligation for overseas operators which sell into the British market to obtain a licence from the Commission. Operators are now required to abide by the provisions of the Gambling Act 2005, and its regulations, as well as the social responsibility and technical standard requirements issued by the Commission. This means that, for the first time, operators based abroad are now under a legal obligation to notify the Commission in respect of suspicious betting patterns involving British consumers to help combat illegal activity and corruption in sports betting. New 15% levy on profits derived from customers in the UK Crucially, the new licence regime removes the tax benefit of being registered in a low-taxation jurisdiction. Since 1 December 2014, all companies which have an operator licence from the Commission have needed to pay the same 15% tax on UK gross profits, no matter which jurisdiction they are registered in. Whether this was a fortunate by-product of the government’s wish to address problem gambling or the driving force behind the changes (the tax is anticipated to raise around £300 84 | eGaming million per annum) has been the topic of much debate within the industry. Taxation of regulated eGaming activities The UK imposes a number of taxes specifically chargeable on the gross profits of regulated eGaming activities such as bingo and bets placed. As noted earlier, UK gaming taxes now operate on a ‘place of consumption’ basis which means that all operators which provide regulated gaming activities to UK customers will be required to charge, and account, for UK gaming taxes regardless of where their business is established. Consequently, operators will be required to verify whether their customers are “UK persons” as defined under the Gambling Act 2014. For the purposes of UK gaming taxes a “UK person” will be: an individual who usually lives in the UK; or a body corporate which is legally constituted in the UK. eGaming operators which intend to carry on a regulated activity with UK customers must register with HMRC for gaming taxes, submit regular returns and pay the required tax. If the operator fails to comply with the tax regime, is late making payment or makes mistakes, HMRC may charge a penalty and/or interest on unpaid amounts. | 85 eGaming advertising The Act requires that only gambling operators licensed by the UK’s Gambling Commission (Commission) are allowed to advertise to consumers in Great Britain or offer eGaming services to them. Licensed operators which offer eGaming are under an obligation to show a link (on all web pages that are used to access gambling services) to their licensed status with the Commission. This provides consumers and those who feature gambling-related advertising with the option to check whether operators are properly licensed. The Commission requires under its licence conditions and codes of practice (known as the LCCP), that eGaming operators wishing to advertise must comply with the advertising rules. These rules are written and maintained by the Committee of Advertising Practice (CAP) and enforced by the UK’s Advertising Standards Authority. These rules cover the content and placement of marketing communications and ensure that gambling-related advertising is socially responsible, with particular regard to the need to protect children, young persons and other vulnerable persons from being harmed or exploited. The rules provide, for example, that no-one who is, or seems to be, under 25 years old may be featured gambling in a gambling communication. 86 | social responsibility messaging; display of licensed status; broadcast media – messaging; television advertising – watershed; and sports sponsorship. eGaming There is also a voluntary code developed by the gambling industry which supplements the CAP Code. It sets certain minimum industry standards in the following areas: | 87 Additional data protection requirements for eGaming operators eGaming operators licensed in the UK, as well as having to comply with European data protection law, are held to a higher standard by the Gambling Commission’s conditions and codes of practice. Heavy sanctions can be imposed for failure to comply. eGaming law in Germany Most States in Germany have a government monopoly over gambling and eGaming. This means (subject to certain exceptions) that only they are allowed to provide eGaming services to the general public. The legality of these restrictions has long been disputed and despite liberalisation of German gambling laws in 2012, the debate continues. Permitted gambling services Private providers are allowed to broker the lottery services of the State monopolies, both on and offline, and horse betting services can also be offered within certain limits. Private providers can, theoretically, apply for one of 20 online sports betting licences to allow them to provide online sports bets to German players but the licensing process, which began in 2012, has still not been completed. Legality of the German regime A number of courts have taken the view that German gambling law is in conflict with EU law as it restricts the right of European providers to offer services to German 88 | eGaming players. While there has been no definitive ruling on the subject, the arguments are strong enough for a number of private providers to take a chance and offer services in Germany despite the official prohibition on supplying eGaming services there. Tax Regardless of whether eGaming services are provided lawfully or unlawfully in Germany, taxes will generally have to be paid by all German and foreign gambling operators. For online casino and online poker services, general VAT law applies and the gross gaming revenue (the amount wagered by players less the winnings paid out) is taxed at 19%. Sports bets are taxed at the (much higher) rate of 5% of the stake and lotteries are taxed at 20% of the stake. | 89 Privacy requirements for eGaming operators in Germany Germany has one of the strictest privacy laws in Europe. This does not usually prevent eGaming operators collecting and using player data for the purpose of providing their services. This means collection of a player’s name, address, email address, games played, billing details etc. is generally permitted provided they are deleted once no longer required. The rules for marketing emails are, however, subject to much stricter requirements. As a general rule, marketing emails are only permitted after the recipient has given unambiguous consent to receiving them. In order for consent to be valid, the prospective recipient must be fully informed about the nature and quantities of emails which will be sent. The position under German law is different to those in other EU countries. Whereas ticking a box on a website to indicate consent is sufficient in most EU jurisdictions, in Germany, a ‘double opt-in’ is required for consent to be enforceable. This means that after having received the initial opt-in, the provider must send out an (advert free) confirmation email to the user who must then indicate a second consent by clicking on a link in the email. The only exception to this requirement is where there is already a contractual relationship between the eGaming operator and the user, in which case, it is sufficient to give the user prior notice that marketing emails will be 90 | Failure to comply with the requirements in relation to marketing emails is likely to breach both German data protection law and German unfair competition law and may result in action, not only by data protection authorities, but also by competitors of the eGaming operator and by consumer protection agencies. eGaming sent, together with information about how to opt out. | 91 About Taylor Wessing International Games Group Taylor Wessing is an international law firm with a focus on the industries of tomorrow including technology, media & communications. A key part of this is our market leading international Games Group. We work internationally with a large number of developers, publishers, and platforms throughout the sector, from well-known global brands to startups and SMEs, and including a number of major US publishers. The team comprises specialists from across the firm including IP, commercial, finance, data protection, corporate, tax and employment, and is truly international with specialists in the UK, Germany, France, Eastern Europe, Singapore and China. We regularly advise on: 92 | Game development projects Monitisation models In-game currencies Use of player data Intellectual property protection and enforcement Content licensing projects including from studios and brand owners Game financing Tax and tax breaks for developers and publishers Image rights and other content clearance issues Payment platforms Software and platform licences Brand protection issues, including trade mark portfolio management Advertising and promotional laws Affiliate and marketing agreements Terms & conditions and privacy policies Data protection Anti-piracy White-label projects Prize contests and promotions Packaging and labelling Multi-jurisdictional projects SEO services Funding M&A Litigation and dispute resolution About Taylor Wessing International eGaming Group We are also well placed when it comes to convergence in the games sector, particularly in respect of social gaming. This is bolstered by our very strong international eGaming Group which advises a number of key operators and suppliers including in relation to the US market as it opens up again to the eGaming industry. | 93 TW Play TW Play is our international industry initiative for Games and eGaming and includes a regular e-update targeted at our clients and contacts in these thriving industries. The update comprises a feature article, together with the latest industry-specific news and comment. If you would like to receive these e-updates then please contact Graham Hann or Neil Hawley in our international Games and eGaming team: g.hann@taylorwessing.com n.hawley@taylorwessing.com 94 | About Taylor Wessing Key Contacts Graham Hann Partner +44 (0)20 7300 4839 g.hann@taylorwessing.com Mark Owen Partner +44 (0)20 7300 4884 m.owen@taylorwessing.com Neil Hawley Senior Associate +44 (0)20 7300 4763 n.hawley@taylorwessing.com | 95 Europe > Middle East > Asia www.taylorwessing.com © Taylor Wessing LLP 2015 This publication is intended for general public guidance and to highlight issues. It is not intended to apply to specific circumstances or to constitute legal advice. Taylor Wessing’s international offices operate as one firm but are established as distinct legal entities. For further information about our offices and the regulatory regimes that apply to them, please refer to: www.taylorwessing.com/regulatory.html NB_001511_02.15