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What are the odds? Lower compliance with Western loot box probability disclosure industry self- regulation than Chinese legal regulation

  • Leon Y. Xiao
    ,
  • Laura L. Henderson
    ,
  • Philip W.S. Newall
Research Output:
Conference Article in Proceeding or Book/Report chapter
Conference abstract in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Conference abstract in proceedings
Peer-review

Original language

English

Publication milestones

  • Published - 07/2022

Publication status

Published - 07/2022

Publisher

Digital Games Research Association

Publication IDs

  • Scopus: 85172420509

Host publication title

Proceedings of the Digital Games Research Association (DiGRA) International Conference 2022: Bringing Worlds Together

Abstract

Paid loot boxes are video game monetisation methods that provide randomised rewards of varying value. Loot boxes are prevalent internationally: approximately 60% of the highest-grossing mobile games in ‘Western’ countries contain loot boxes (Zendle et al., 2020a), as do approximately 90% in the People’s Republic of China (PRC) (Xiao et al., 2021).1 Loot boxes represent an important revenue stream for the industry: the sale of loot boxes in one single game can generate more than US$528,000 per day from just one country alone (Zendle et al., 2020b). Global loot box spending was estimated to have been US$15 billion in 2020, and is estimated to rise and exceed US$20 billion by 2025 (Juniper Research et al., 2021).

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