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

IF 6.2 1区 医学 Q1 PSYCHIATRY
Journal of Behavioral Addictions Pub Date : 2025-06-25 Print Date: 2025-07-02 DOI:10.1556/2006.2025.00057
Leon Y Xiao, Callum Deery, Elena Petrovskaya, Solip Park, Philip Newall
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引用次数: 0

Abstract

Background and aims: 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 = 2,358) were analysed for compliance.

Results: Only 8.4% of UK and 7.6% of South Korean ads disclosed loot box presence. 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 4.2%.

Conclusions: 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 or unenforced laws 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.

英国和韩国的非法电子游戏广告泛滥:Meta的广告库发现许多广告没有披露战利品箱的存在。
背景和目的:社交媒体上的赌博广告对公众健康有负面影响。广告存储库是研究健康的商业和法律决定因素的一种新的数据访问方法。战利品箱是电子游戏中类似赌博的产品,玩家(包括小孩)可以通过购买来获得随机奖励。他们的广告在英国和韩国受到特别监管:任何广告中都必须披露战利品箱的存在。这条规则的执行方式不同:英国依靠行业自律,几乎没有威慑作用,而韩国则实行严厉的惩罚。我们评估并比较了合规情况,为政策制定提供信息。方法:使用Meta的广告库,我们在英国和韩国搜索了394款带有战利品箱的流行手机、主机和PC游戏。研究人员分析了规则生效后最近发布的广告(N = 2358)的合规性。结果:只有8.4%的英国广告和7.6%的韩国广告披露了战利品箱的存在。此外,71.4%的英国披露和44.9%的韩国披露没有按照要求在视觉上合理地突出,因此真正的合规率分别为2.4%和4.2%。结论:大多数电子游戏并未遵守国际战利品箱广告规则。更积极的执行、对违规行为施加更严厉的惩罚、提供详细的指导以及教育外国公司可能会导致更好的合规。在有证据表明普遍存在违规行为的情况下,政府不应依靠没有实权的行业自律或未执行的法律来解决公共卫生问题。决策者应该制定法律,要求公司提供数据访问,以促进更好的独立研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
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