Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China

IF 5.1 Q1 PSYCHOLOGY, APPLIED
Leon Y. Xiao, Laura Magdalena Henderson, Yuhan Yang, P. Newall
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引用次数: 36

Abstract

Loot boxes provide randomized rewards in video games; their purchase is linked to disordered gambling and they are present in approximately half of UK video games. The relative novelty of loot boxes means that regulators and policymakers in various jurisdictions are still deciding how to regulate them. The People's Republic of China (PRC) is the first, and presently only, jurisdiction to legally require companies to disclose the probabilities of obtaining randomized loot box rewards – an approach that is also favored by the industry as self-regulation. This study is the first to assess paid loot box prevalence in the PRC and companies’ discretionary interpretations of probability disclosure regulations. Loot boxes were found in 91 of the 100 highest-grossing PRC iPhone games. Of games deemed suitable for children aged 12+, 90.5% contained loot boxes. Probability disclosures could not be found for 4.4% of games containing loot boxes. Disclosures were implemented through various methods both in-game and on the games’ official websites; however, consistent with the concept of ‘sludge,’ only 5.5% used the most prominent format of automatically displaying the probabilities on the in-game loot box purchase page. Loot box probability disclosures should be uniform and visually prominent to best help inform consumers.
系统博弈:中国战利品箱概率披露规定的次优合规
电子游戏中的战利品箱提供随机奖励;他们的购买与无序赌博有关,并且他们出现在大约一半的英国电子游戏中。“战利品箱”的相对新颖意味着,各个司法管辖区的监管机构和政策制定者仍在决定如何监管它们。中华人民共和国(PRC)是第一个,也是目前唯一一个依法要求公司披露获得随机战利品箱奖励的概率的司法管辖区——这种方法也受到行业自律的青睐。本研究首次评估了付费战利品箱在中国的流行程度以及公司对概率披露法规的自由裁量解释。在中国100款最卖座的iPhone游戏中,有91款游戏都有战利品箱。在适合12岁以上儿童的游戏中,90.5%包含战利品箱。在包含战利品箱的游戏中,有4.4%的游戏没有发现概率披露。披露是通过游戏内部和游戏官方网站的各种方式实现的;然而,与“污泥”概念一致的是,只有5.5%的玩家使用了在游戏内战利品盒购买页面上自动显示概率的最突出格式。战利品盒的概率信息应该是统一的,并在视觉上突出,以最好地帮助告知消费者。
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
7.90
自引率
2.00%
发文量
0
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