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Westminster Hall
Volunteers - Thu 02 May 2024
Department for Business and Trade

Mentions:
1: Jo Gideon (Con - Stoke-on-Trent Central) In March 2023, the Department for Culture, Media and Sport launched the Know Your Neighbourhood fund - Speech Link
2: Stuart Andrew (Con - Pudsey) Member for Rhondda (Sir Chris Bryant) was absolutely right to mention sport; the biggest cohort of volunteers - Speech Link


Bill Documents
2 May 2024 - Amendment Paper
HL Bill 38-III Third marshalled list for Committee
Economic Activity of Public Bodies (Overseas Matters) Bill 2022-23

Found: Member's explanatory statement This probes whether a national governing body of sport (NGB)


Bill Documents
2 May 2024 - Amendment Paper
HL Bill 44 Running list of amendments
Media Bill 2023-24

Found: Without this amendment, new section 101(4) would permit coverage of a multi-sport listed event


Scottish Parliament Select Committee
This report sets out the Health, Social Care and Sport Committee's consideration of a Scottish Statutory Instrument (SSI) at its meeting on 30 April 2024.
The Registration of Social Workers and Social Service Workers in Care Services (Scotland) Amendment Regulations 2024 [draft]

Report May. 02 2024

Committee: Health, Social Care and Sport Committee

Found: Services (Scotland) Amendment Regulations 2024 [draft] This report sets out the Health, Social Care and Sport


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department (a) has and (b) plans to make an assessment of the potential impact of micro-transactions in video games on levels of spending among children and young people.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Youth Work: Employment Schemes
Thursday 2nd May 2024

Asked by: Ben Bradley (Conservative - Mansfield)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, what steps her Department is taking to help support people who have trained as youth workers to enter the youth workforce.

Answered by Stuart Andrew - Parliamentary Under Secretary of State (Department for Culture, Media and Sport)

DCMS funds a number of programmes that are stimulating demand for youth workers, including through our National Youth Guarantee, which is backed by over £500 million of investment into youth services.

In addition, the updated statutory guidance for local authorities’ youth provision puts an emphasis on the importance of youth work practice and on employing or encouraging the employment of individuals with youth work skills and qualifications.

To support the youth workforce, DCMS funds the National Youth Agency to set professional standards, qualifications and a curriculum for youth work, including a youth work apprenticeship and free-to-access training. DCMS also funds youth worker bursaries which allows youth workers and volunteers to gain qualifications in youth work. To date, DCMS has funded over 2,000 bursaries and we are providing £1,075,000 for over 700 adults who would otherwise be unable to undertake youth work qualifications due to cost.


Written Question
Charity Commission: Consultants
Thursday 2nd May 2024

Asked by: John Hayes (Conservative - South Holland and The Deepings)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, how much the Charity Commission has spent on external consultancies in the last five years.

Answered by Stuart Andrew - Parliamentary Under Secretary of State (Department for Culture, Media and Sport)

In the last five years the Charity Commission has spent £466,494 on external consultancies. The Charity Commission has a strong framework in place for its use of consultants in delivering value for money. The Charity Commission’s Annual Report and Accounts are published online each financial year; these reports included spending figures for consultancy services. The most recently published Report is from 2022-23. The full Report and Accounts for 2023-24 financial year are due to be published in the Summer of 2024.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department has made an assessment of the potential impact of micro-transactions in video games on gambling behaviours among children and young people.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Claire Hanna (Social Democratic & Labour Party - Belfast South)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department is taking steps to help (a) mitigate the risks associated with loot boxes in video games and (b) increase awareness of the potential dangers associated with gambling for younger users.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

Following the Government response to the call for evidence on loot boxes in video games, the Government has welcomed new industry-led guidance to improve protections for players.

We are now working closely with the industry and academics to ensure robust evaluation of implementation and the efficacy of new measures in meeting the Government’s objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and,

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We will provide an update following the 12-month implementation period and independent academic scrutiny of the guidance's implementation and efficacy.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether she plans to increase regulation of micro-transactions in video games.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.