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
- ,
- ,
- The Honourable Society of Lincoln's Inn,
- CQUniversity
Research Output:
Conference Article in Proceeding or Book/Report chapter
Conference abstract in proceedings
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Conference abstract in proceedings
Peer-reviewOriginal language
EnglishPublication milestones
- Published - 07/2022
Publication status
Published - 07/2022
Publisher
Digital Games Research AssociationPublication IDs
- Scopus: 85172420509
Host publication title
Proceedings of the Digital Games Research Association (DiGRA) International Conference 2022: Bringing Worlds TogetherAbstract
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).
Publication metrics
PlumX, opens in new tab
Mentions
2
Citations
26
Captures
48
Access to documents
Final published version
License:CC BY, opens in new tab
Final published version, 2.67 MB
License:CC BY, opens in new tab
