Lex Loot Boxes - The Regulation of Gambling-like Products in Video Games
- Leon Y. Xiao
Research Output:
Theses
PhD thesis
Open access
Publication Information
Output type
Research Output:
Theses
PhD thesis
Original language
EnglishQualification
PhDPublication milestones
- Published - 2025
Publication status
Published - 2025
Supervisors/Advisors
- Rune Kristian Lundedal Nielsen (Principal Supervisor)
Award date
28/02/2025Publisher
IT-Universitetet i København, DenmarkBook series
- Book series name: ITU-DS
Series number: 235
ISSN: 1602-3536
ISBN (Print)
978-87-7949-533-3Abstract
Loot boxes are gambling-like products inside video games that players can purchase with real-world money to obtain random rewards. Most of the time, the player receives an undesirable reward and ‘loses’. Occasionally, the player receives a highly sought-after prize. Such randomisation means players usually need to make repeated purchases and spend a substantial sum of money if they wish to obtain certain specific rewards. Many have argued that loot boxes are similar to traditional gambling, both structurally and psychologically. A link has also been found between spending money on loot boxes and experiencing harms from problem gambling, among other risk factors. The scientific literature requires time to develop before it can provide more definitive answers as to the potential harms of loot boxes. However, these products are of concern to players, parents, regulators, and policymakers given their resemblance to traditional gambling, coupled with their availability to young children and adults alike – without proper regulation (if any). This has led several countries to consider and adopt regulation to proactively address the problem. The video game industry has also adopted certain self-regulatory rules of limited efficacy in response to appease the public and perhaps forestall stricter and more effective regulation. Grounded in psychological and sociological findings on the potential harms of loot boxes, this thesis explores potential regulatory approaches in terms of what various countries have done or proposed to do. In accordance with the principles of open science, the thesis empirically and transparently evaluates how well various measures in different countries have been implemented in practice, i.e., whether companies have complied with them. Taken together, this body of work demonstrates that compliance with loot box regulation has generally been poor across the world. The regulation of loot boxes is unsurprisingly difficult, given the massive volume of content that must be monitored. Companies should seek to better understand the rules and comply more effectively while regulators should better inform companies and more actively enforce the rules, including initially using less formal and cheaper methods of enforcement. Given the lack of government funding for regulators and how this is unlikely to change in the foreseeable future, the most effective method of enhancing and (hopefully) ensuring compliance appears to be academic advocacy research that directly impacts upon policymaking and implementation, such as this thesis.
Funding Details
This research was primarily supported by a PhD fellowship funded by the IT University of Copenhagen, which is publicly funded by the Kingdom of Denmark.
The fieldwork conducted in Belgium for Paper 3 was funded by the Academic Forum for the Study of Gambling (AFSG) through a postgraduate research support grant derived from ‘regulatory settlements applied for socially responsible purposes’ received by the UK Gambling Commission and administered by Gambling Research Exchange Ontario (GREO) (March 2022).
Open access funding to make Papers 2, 3, and 7 freely available to the public was provided by the AFSG, GREO, and the UK Gambling Commission through the above channel (December 2022, October 2023, and May 2024).
Fieldwork for data collection in Mainland China, South Korea, the Netherlands, and the United Kingdom was enabled by an Elite Research Travel Grant 2024 [EliteForsk-rejsestipendium 2024] awarded by the Agency for Higher Education and Science of the Danish Ministry of Higher Education and Science [Uddannelses-og Forskningsstyrelsen under Uddannelses-og Forskningsministeriet] (February 2024).
Conference travel and attendance grants were received from the Socio-Legal Studies Association (February 2022 and February 2023); the Current Advances in Gambling Research Conference Organising Committee with support from GREO (February 2022); the International Relations Office of the Jagiellonian University (Uniwersytet Jagielloński), the Polish National Agency for Academic Exchange (NAWA; Narodowa Agencja Wymiany Akademickiej), and the Republic of Poland (Rzeczpospolita Polska) with co-financing from the European Social Fund of the European Commission of the European Union under the Knowledge Education Development Operational Programme (May 2022); the Society for the Study of Addiction (November 2022 and March 2023); the organisers of the 13th Nordic SNSUS (Stiftelsen Nordiska Sällskapet för Upplysning om Spelberoende; the Nordic Society Foundation for Information about Problem Gambling) Conference, which received gambling industry sponsorship (January 2023); the MiSK Foundation (Prince Mohammed bin Salman bin Abdulaziz Foundation) (November 2023); and the UK Gambling Commission (March 2024).
