Abstract

AbstractLoot 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.

Highlights

  • Rockloff et al, 2020; Xiao, 2020e)

  • A recent survey of the 100 highest-grossing UK iPhone games found that 59% contained loot boxes, and that 94.9% of games containing loot boxes were deemed suitable for children aged 12+ (Zendle et al, 2020a)

  • An international survey found that 46.2% of video game players purchased loot boxes (Macey & Hamari, 2019), and a recent study suggests that 62% of the most popular games in Australia contain loot boxes

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Summary

Introduction

2020; Xiao, 2020e). this study focuses on paid loot boxes that require the payment of real-world money to open; hereinafter, all references to loot boxes are to paid loot boxes. A disclosure-based regulatory approach is, for example, used on alcohol labels that inform drinkers about alcohol content (Blackwell et al, 2018) This approach has been recommended as an intervention for gambling-related harms (Eggert, 2004) and for the harmful use of loot boxes (King & Delfabbro, 2018, 2019b; Moshirnia, 2018; Castillo, 2019; Liu, 2019; McCaffrey, 2019; Xiao & Henderson, 2019; Xiao, 2020d). The potential effectiveness of this disclosure-based public policy intervention has not been assessed in the loot box context yet (McCaffrey, 2020)

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