S.L. 583.9 · Gaming Commercial (S.L. 583.9)
S.L. 583.9 Art. 6Limitations.
PART III
Commercial communications must not:
(a) portray, condone or encourage behaviour that is criminal or socially irresponsible or could lead to financial, social or emotional harm, or directly or indirectly encourage anti-social or violent behaviour;
(b) suggest that gaming can be a resolution to social, educational, professional or personal problems;
(c) suggest that gaming can be an alternative to employment, a solution to financial concerns or a form of financial investment;
(d) portray gaming as socially attractive or suggest that it can enhance personal and, or professional qualities, for example by improving self-image or self-esteem, or is a way to gain control, superiority, recognition or admiration;
(e) portray gaming in a context of toughness or link it to resilience or recklessness;
(f) portray gaming as indispensable or as taking priority in life, for example over family, friends or professional or educational commitments;
(g) suggest that solitary gaming is preferable to social gaming;
(h) suggest peer pressure to game, or disparage abstention from gaming;
(i) suggest that skill can influence the outcome of a game that is purely a game of chance;
(j) provide false or untruthful information about the chances of winning or expected return from gaming;
(k) exploit cultural beliefs or traditions about gaming or luck;
(l) make reference to instantly available consumer credit services, or any other ways of providing credit to players;
(m) tarnish the goodwill and privilege that is associated or related in any manner whatsoever to an authorised person or tarnish the image or reputation of another authorised person.