Abstract
Loot boxes provide randomized rewards in video games; their purchase is linked to disordered gambling and they are present in approximately half of UK video games. The relative novelty of loot boxes means that regulators and policymakers in various jurisdictions are still deciding how to regulate them. The People's Republic of China (PRC) is the first, and presently only, jurisdiction to legally require companies to disclose the probabilities of obtaining randomized loot box rewards - an approach that is also favored by the industry as self-regulation. This study is the first to assess paid loot box prevalence in the PRC and companies' discretionary interpretations of probability disclosure regulations. Loot boxes were found in 91 of the 100 highest-grossing PRC iPhone games. Of games deemed suitable for children aged 12+, 90.5% contained loot boxes. Probability disclosures could not be found for 4.4% of games containing loot boxes. Disclosures were implemented through various methods both in-game and on the games' official websites; however, consistent with the concept of 'sludge,' only 5.5% used the most prominent format of automatically displaying the probabilities on the in-game loot box purchase page. Loot box probability disclosures should be uniform and visually prominent to best help inform consumers. Copyright © 2021 The Author(s). Published by Cambridge University Press.
| Original language | English |
|---|---|
| Pages (from-to) | 590-616 |
| Journal | Behavioural Public Policy |
| Volume | 8 |
| Issue number | 3 |
| Online published | 23 Jul 2021 |
| DOIs | |
| Publication status | Published - Jul 2024 |
| Externally published | Yes |
Funding
The authors thank the Society for the Study of Addiction for awarding this study: the SSA Annual Conference 2020 Poster Prize for the Student-led Research Category. The authors are grateful for the comments received at conferences, where this study was presented. L.Y.X. and L.L.H. thank the Honourable Society of Lincoln's Inn for electing them as Lord Denning Scholars.
Research Keywords
- consumer protection law
- ethical game design
- gambling
- loot boxes
- sludge
- video gaming regulations
Publisher's Copyright Statement
- This full text is made available under CC-BY 4.0. https://creativecommons.org/licenses/by/4.0/
Fingerprint
Dive into the research topics of 'Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China'. Together they form a unique fingerprint.Impacts
-
20220601 - Cited in the Australian Institute of Family Studies report
XIAO, L. Y. (Participant)
Impact
-
20250623 - Research cited by the Australian Competition and Consumer Commission in its Digital Platform Services Inquiry final report
XIAO, L. Y. (Participant)
Impact: Public policy impacts
File -
20251219 - Cited by three reports commissioned by the Ministry of Health Gambling Harm Research Programme
XIAO, L. Y. (Participant)
Impact: Public policy impacts