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Better than industry self-regulation: Compliance of mobile games with newly adopted and actively enforced loot box probability disclosure law in South Korea

  • Leon Y. Xiao*
  • , Solip Park
  • *Corresponding author for this work

Research output: Journal Publications and Reviews › RGC 21 - Publication in refereed journal › peer-review

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Abstract

Loot boxes are gambling-like products inside video games that players can purchase with real-world money to obtain random rewards. Stakeholders (e.g., players, parents, and policymakers) are concerned about their potential harms, e.g., overspending and normalizing gambling. Recognizing that previous industry self-regulation has failed to solve the problem, South Korea started requiring companies to disclose the probabilities of getting different loot box rewards by law from March 2024 onwards. Content analysis found that 90 of the 100 highest-grossing iPhone games contained paid loot boxes, but only 84.4 % of those games disclosed probabilities, meaning that compliance was still not perfect. The accessibility and visual prominence of most disclosures should also be improved. South Korean regulators are actively monitoring games for compliance, including processing player complaints, and taking enforcement actions against non-compliant companies. Several companies have been fined for illegally publishing false or misleading probabilities. Other countries still solely relying on industry self-regulation should consider adopting actively enforced legal regulation instead to improve consumer protection. Behavioral addiction-related policymaking should be evidence-based. Although novel measures could justifiably be adopted based on the precautionary principle despite a lack of scientific evidence, post-implementation research on the measure's uptake and effectiveness must be conducted. Such evidence can improve policy design (including the repeal of ineffective policies) and advise other countries. Policies should be accompanied with earmarked funding for independent research assessing their efficacy; companies should be legally required to provide data; and policymakers should work with researchers before implementation to conduct longitudinal research following open science principles.
© 2025 The Authors.
Original languageEnglish
Article number105490
Number of pages20
JournalActa Psychologica
Volume260
Online published12 Sept 2025
DOIs
Publication statusPublished - Oct 2025

Funding

Fieldwork for data collection by L.Y.X. was enabled by an Elite Research Travel Grant 2024 [EliteForsk-rejsestipendium 2024] awarded to L.Y.X. by the Agency for Higher Education and Science of the Danish Ministry of Higher Education and Science [Uddannelses- og Forskningsstyrelsen under Uddannelses- og Forskningsministeriet]. L.Y.X. is supported by a Presidential Assistant Professors Scheme Start-Up Research Grant (9382009) awarded by the City University of Hong Kong [香港城市大學] (March 2025). Until November 2024, L.Y.X. was supported by a PhD Fellowship funded by the IT University of Copenhagen [IT-Universitetet i København]. S.P. was primarily supported by a doctoral student grant from the Aalto University School of Art, Design and Architecture. She was also partially funded by the European Research Council-funded Ontological Reconstruction of Gaming Disorder (ORE) project (Grant agreement ID: 101042052; https://ore.jyu.fi/) as a part-time project researcher.

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being
  2. SDG 8 - Decent Work and Economic Growth
    SDG 8 Decent Work and Economic Growth
  3. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure
  4. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production
  5. SDG 16 - Peace, Justice and Strong Institutions
    SDG 16 Peace, Justice and Strong Institutions

Research Keywords

  • Loot boxes
  • Video games
  • Computer gaming regulation
  • Interactive entertainment and information technology law
  • Consumer protection
  • South Korea
  • Behavioral addiction policy

Publisher's Copyright Statement

  • This full text is made available under CC-BY 4.0. https://creativecommons.org/licenses/by/4.0/

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