IDEAS home Printed from https://ideas.repec.org/p/osf/osfxxx/jqng5_v1.html
   My bibliography  Save this paper

Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta’s ad repository

Author

Listed:
  • Xiao, Leon Y.

    (IT University of Copenhagen)

  • Deery, Callum
  • Petrovskaya, Elena
  • Park, Solip
  • Newall, Philip

    (University of Warwick)

Abstract

Background: Gambling advertising on social media negatively affects public health. Advertising repositories represent a novel data access method for studying the commercial and legal determinants of health. Loot boxes are gambling-like products in video games that players, including young children, buy to obtain random rewards. Their advertising is specifically regulated in the UK and South Korea: loot box presence must be disclosed in any advertising. This rule is enforced differently: the UK relies on industry self-regulation with little deterrence effect, whilst South Korea imposes strict penalties. We assessed and compared compliance to inform policymaking. Methods: Using Meta’s advertising repository, we searched whether 394 popular mobile, console, and PC games with loot boxes advertised in the UK and South Korea. The most recently published ads after the rules came into force (N = 2358) were analysed for compliance. Findings: Only 8.4% of UK ads disclosed loot box presence, whilst 58.2% of Korean language ads did in South Korea. Further, 71.4% of UK disclosures and 44.9% of Korean disclosures were not reasonably visually prominent as required, thus the true compliance rates were 2.4% and 32.1%. Interpretation: Most video games are not complying with international loot box advertising rules. More active enforcement, imposing stricter penalties against non-compliance, providing detailed guidance, and educating foreign companies may lead to better compliance. Governments should not rely on toothless industry self-regulation to address public health concerns when the evidence indicates widespread non-compliance. Policymakers should adopt laws requiring companies to provide data access to facilitate better independent research. Funding: The Academic Forum for the Study of Gambling with funds derived from ‘regulatory settlements applied for socially responsible purposes’ received by the UK Gambling Commission.

Suggested Citation

  • Xiao, Leon Y. & Deery, Callum & Petrovskaya, Elena & Park, Solip & Newall, Philip, 2025. "Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta’s ad repository," OSF Preprints jqng5_v1, Center for Open Science.
  • Handle: RePEc:osf:osfxxx:jqng5_v1
    DOI: 10.31219/osf.io/jqng5_v1
    as

    Download full text from publisher

    File URL: https://osf.io/download/67937fc96bc868abb0b52fa0/
    Download Restriction: no

    File URL: https://libkey.io/10.31219/osf.io/jqng5_v1?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Xiao, Leon Y. & Henderson, Laura L. & Yang, Yuhan & Newall, Philip W. S., 2024. "Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China," Behavioural Public Policy, Cambridge University Press, vol. 8(3), pages 590-616, July.
    2. Leon Y. Xiao & Laura L. Henderson, 2024. "Illegal video game loot boxes with transferable content on steam: a longitudinal study on their presence and non-compliance with and non-enforcement of gambling law," International Gambling Studies, Taylor & Francis Journals, vol. 24(3), pages 498-524, September.
    3. Aaron Drummond & James D. Sauer, 2018. "Video game loot boxes are psychologically akin to gambling," Nature Human Behaviour, Nature, vol. 2(8), pages 530-532, August.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Xiao, Leon Y. & Petrovskaya, Elena & Khoo, Nicole & Denoo, Maarten & Roberts, Amanda, 2025. "Widespread Illegal Advertising of Loot Boxes and Social Casino Games in Belgium: Empowered by the EU Digital Services Act to Assess Compliance Using Meta’s Ad Repository," OSF Preprints jc6ks_v1, Center for Open Science.
    2. Xiao, Leon Y. & Petrovskaya, Elena & Khoo, Nicole & Denoo, Maarten & Roberts, Amanda, 2025. "Widespread Illegal Advertising of Loot Boxes and Social Casino Games in Belgium: Empowered by the EU Digital Services Act to Assess Compliance Using Meta’s Ad Repository," OSF Preprints jc6ks_v2, Center for Open Science.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. McCaffrey, Matthew, 2019. "The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes," Business Horizons, Elsevier, vol. 62(4), pages 483-495.
    2. von Meduna, Marc & Steinmetz, Fred & Ante, Lennart & Reynolds, Jennifer & Fiedler, Ingo, 2020. "Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey," Technology in Society, Elsevier, vol. 63(C).
    3. Xiao, Leon Y., 2020. "Regulating Loot Boxes as Gambling? Perspectives from Psychology, Behavioural Economics and Ludology," LawArXiv cdr69, Center for Open Science.
    4. David Zendle & Paul Cairns, 2019. "Loot boxes are again linked to problem gambling: Results of a replication study," PLOS ONE, Public Library of Science, vol. 14(3), pages 1-13, March.
    5. Xiao, Leon Y., 2024. "Illegal loot box advertising on social media: an empirical study using the Meta and TikTok ad transparency repositories," OSF Preprints s92j3, Center for Open Science.
    6. Xiao, Leon Y. & Petrovskaya, Elena & Khoo, Nicole & Denoo, Maarten & Roberts, Amanda, 2025. "Widespread Illegal Advertising of Loot Boxes and Social Casino Games in Belgium: Empowered by the EU Digital Services Act to Assess Compliance Using Meta’s Ad Repository," OSF Preprints jc6ks_v1, Center for Open Science.
    7. Xiao, Leon Y. & Lund, Mie, 2025. "Assessing compliance with UK loot box industry self-regulation on the Apple App Store: a longitudinal study on the implementation process," OSF Preprints xmwgy, Center for Open Science.
    8. Ningyuan Chen & Adam N. Elmachtoub & Michael L. Hamilton & Xiao Lei, 2021. "Loot Box Pricing and Design," Management Science, INFORMS, vol. 67(8), pages 4809-4825, August.
    9. Sharon Lawn & Candice Oster & Ben Riley & David Smith & Michael Baigent & Mubarak Rahamathulla, 2020. "A Literature Review and Gap Analysis of Emerging Technologies and New Trends in Gambling," IJERPH, MDPI, vol. 17(3), pages 1-20, January.
    10. Xiao, Leon Y. & Henderson, Laura L. & Newall, Philip, 2021. "What are the odds? Poor compliance with UK loot box probability disclosure industry self-regulation," OSF Preprints g5wd9_v1, Center for Open Science.
    11. Xiao, Leon Y. & Lund, Mie, 2025. "Assessing compliance with UK loot box industry self-regulation on the Apple App Store: a longitudinal study on the implementation process," OSF Preprints xmwgy_v1, Center for Open Science.
    12. Imam Salehudin & Frank Alpert, 2024. "Perceived aggressive monetization: why some mobile gamers won’t spend any money on in-app purchases," Electronic Commerce Research, Springer, vol. 24(3), pages 1997-2019, September.
    13. Anthony King & Gloria Wong-Padoongpatt, 2022. "Do Gamers Play for Money? A Moderated Mediation of Gaming Motives, Relative Deprivation, and Upward Mobility," IJERPH, MDPI, vol. 19(22), pages 1-21, November.
    14. Xiao, Leon Y. & Petrovskaya, Elena & Khoo, Nicole & Denoo, Maarten & Roberts, Amanda, 2025. "Widespread Illegal Advertising of Loot Boxes and Social Casino Games in Belgium: Empowered by the EU Digital Services Act to Assess Compliance Using Meta’s Ad Repository," OSF Preprints jc6ks_v2, Center for Open Science.
    15. Paul Delfabbro & Daniel L. King, 2021. "Contentious Issues and Future Directions in Adolescent Gambling Research," IJERPH, MDPI, vol. 18(21), pages 1-11, October.
    16. D. Leahy, 2022. "Rocking the Boat: Loot Boxes in Online Digital Games, the Regulatory Challenge, and the EU’s Unfair Commercial Practices Directive," Journal of Consumer Policy, Springer, vol. 45(3), pages 561-592, September.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:osf:osfxxx:jqng5_v1. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: OSF (email available below). General contact details of provider: https://osf.io/preprints/ .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.