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16 Fla. A & M U. L. Rev. 47 (2021-2022)
Video Games and the Federal Trade Commission Act: An Analysis of the Practices of Video Game Developers and Their Effects on Players

handle is hein.journals/floramulr16 and id is 56 raw text is: 





   VIDEO GAMES AND THE FEDERAL TRADE

   COMMISSION ACT: AN ANALYSIS OF THE

             PRACTICES OF VIDEO GAME

        DEVELOPERS AND THEIR EFFECTS

                         ON   PLAYERS

                         Sydny K. Arneaudt

                         TABLE OF CONTENTS

INTRODUCTION   ................................................... 47           R
    I. THE HISTORY  AND  SCOPE OF THE  FTC.....................   49            R
      A.  The  Wheeler-Lea Amendment .........................    50            R
      B.  The  Scope of the Commission  ......................... 52            R
   II. PROBLEMATIC  PRACTICES  IN THE VIDEO  GAME  INDUSTRY  ...  53            R
      A.  Visual Misrepresentations  ............................ 56            R
      B.  Gameplay   Misrepresentations ......................... 60            R
CONCLUSION   .................................................... 64            R

                           INTRODUCTION

       Video games  have become  an increasingly popular hobby  for a
swiftly growing  range  of people.' Children and  adults of all ages
purchase  and play games  for a multitude of reasons including mental
stimulation, improving problem  solving, relaxation, and stress relief2

   t  Sydny Arneaud is a Juris Doctor candidate currently in her third year at the Flor-
ida A&M University College of Law. She received her bachelor's degree in Political Science:
Pre-Law from the University of Central Florida and presently serves as a law clerk under
Judge Faye Allen of the Ninth Judicial Circuit Court of Florida.
   1.  Compare Dmitri Williams et al., Who Plays, How Much, and Why? Debunking the
Stereotypical Gamer Profile, 13 J. OF COMPUT.-MEDIATED COMMC'N 993, 993 (2008), https://
academic.oup.com/jcmc/article/13/4/993/4583542 (40% of adults are now regular players,
compared to 83% of teenagers.); Ent. Software Ass'n, 2020 ESSENTIAL FACTS ABOUT THE
VIDEO GAME INDUSTRY 5 (July 2020), https://www.theesa.convwp-content/uploads/2021/03/
Final-Edited-2020-ESA_Essential_facts.pdf (reporting the total number of video gamers in
the United States in 2020 was 214 million), with Ent. Software Ass'n, 2021 ESSENTIAL
FACTS ABOUT THE VIDEO GAME INDUSTRY 4 (August 2021), https://www.theesa.com/wp-con-
tent/uploads/2021/08/2021-Essential-Facts-About-the-Video-Game-Industry- 1.pdf
(reporting the total number of video gamers just one year later as 227 million).
   2.  2020 ESSENTIAL FACTS ABOUT THE VIDEO GAME INDUSTRY, supra note 1, at 4, 7;
2021 ESSENTIAL FACTS ABOUT THE VIDEO GAME INDUSTRY, supra note 1, at 6.


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