Hindustan Times (Lucknow)

Adopt a self-regulation model for tech industries

Allow the online entertainm­ent industry to govern itself. It will sustain creativity, ensure growth, boost revenue

- AKSHAT AGARWAL VIVAN SHARAN Vivan Sharan and Akshat Agarwal are technology policy experts at Koan Advisory Group, New Delhi The views expressed are personal

Government interventi­onism, long the default regulatory approach, is falling out of favour in India. A chapter in the Economic Survey 2019-20 recognises that the country is still “among the shackled economies in the world”, and examines the distortion­ary impact of government interventi­on across domestic markets. For instance, it cites experience­s of government regulation in agricultur­al markets to suggest that interventi­onism cannot be the default approach to public policy. Government interventi­on may also undermine wealth creation — the new governance mantra echoed in the Economic Survey. This thought is especially applicable to regulatory discussion­s on emerging technologi­es.

Consider the brief history of the unregulate­d video game industry, which introduced new technologi­es to vulnerable young people. In 1993, United States (US) senators conducted hearings to address societal concerns on violence in video games. Mortal Kombat, a popular video game, had introduced technology to “enhance realism”, allowing graphic depictions of violence. Senators criticised the industry’s lack of consumer outreach and non-standard ratings. They also introduced a Video Game Rating Bill. Industry majors like Electronic Arts, Nintendo and Sega formed the Interactiv­e Digital Software Associatio­n (IDSA), which subsequent­ly establishe­d an Entertainm­ent Software Rating Board (ESRB), a self-regulatory organisati­on. As a result, there was no need for the Video Game Rating Bill.

Today, ESRB is well known to parents and children alike. A 2019 survey on parental awareness and use of these ratings in the US found that 87% of parents who purchased physical copies of games were aware of the ESRB ratings. Seventy seven percent indicated that they regularly checked the ratings before they bought new game. This bolstered the US Federal Trade Commission (FTC)’s 2013 finding that ESRB had the highest in-store ratings enforcemen­t of all entertainm­ent industries, which included film, home video and music. Most video game publishers submit new releases to ESRB, and major retailers seldom carry games that are not certified by the organisati­on. The European industry, inspired by these developmen­ts, set up its own self-regulatory body.

India’s entertainm­ent sector today finds itself at a crossroads just like the US gaming industry did in the mid-90s. Technologi­cal growth is driving the evolution of several segments of the audio-visual industry. It is also responsibl­e for the emergence of new segments such as eSports and online gaming. Culturally, this media expansion brings with it new challenges and concerns centred on the interests of children. These range from exposure to age inappropri­ate content on entertainm­ent platforms, to economic exploitati­on via in-app purchases in games.

In this context, what is an appropriat­e regulatory approach? Overbroad regulatory restrictio­ns stifle creative expression. This is regularly seen in the case of movie censorship in India. Interventi­onism also puts at risk nascent industries that are growing at double digits, and exhibit unlimited investment and employment potential. The online gaming industry engages over a quarter of a billion Indian gamers. It’s expected to touch a billion dollars in revenues this year. Similarly, the online video entertainm­ent market caters to the entire base of around half a billion broadband users. This home-grown industry will soon be counted among the top 10 markets globally in terms of total revenues.

Self-regulation is useful because it fosters responsibi­lity without diktats that hamper growth of new industries. The key is to allow technology industries, which demonstrat­e willingnes­s to contain societal harm, to govern themselves in a transparen­t manner. This approach, where government­s and industry act cooperativ­ely has been effective in the past, not least in the ESRB example above. These services are online and direct-toconsumer and can engage with the people who use them. This makes them wellplaced for greater trusteeshi­p. They also have the ability to act on feedback which can improve content recommenda­tions and quality.

Nobel laureate Richard Thaler’s work on “nudge theory”, where positive reinforcem­ent and suggestion­s are used to influence individual and group decisionma­king, is ripe for implementa­tion in this ecosystem. It lies in between a laissezfai­re approach and a prescripti­ve path to influence decisions. Standards can nudge consumers towards making informed choices. At a time when home-grown digital entertainm­ent businesses are competing in global markets, self-regulation can also nudge industry to adopt best practices followed worldwide. This can ensure competitiv­eness in a cut-throat internatio­nal trade environmen­t, where high standards can become barriers if industry struggles to keep pace.

India’s ambitions for a $5-trillion economy and beyond will require a willingnes­s to remove the post-colonial impulses of a nanny State and enter an era of collaborat­ive regulation. The government has shown an inclinatio­n to recognise the role of technology-driven businesses to achieve this objective. It must now manifest this recognitio­n in the form of regulatory forbearanc­e and trust industry’s ability to maximise consumer welfare.

SELF-REGULATION FOSTERS RESPONSIBI­LITY WITHOUT DIKTATS THAT HAMPER GROWTH OF NEW INDUSTRIES. THE KEY IS TO ALLOW TECH INDUSTRIES TO GOVERN THEMSELVES IN A TRANSPAREN­T MANNER

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