Shopping Around for Loot Box Presence Warning Labels

Unsatisfactory compliance on Epic, Nintendo, Sony, and Microsoft platforms

Leon Xiao

March 14, 2024,

Loot boxes are gambling-like products in video games that players can buy with real-world money to obtain random prizes. Many countries are concerned by their potential harms and are considering regulation. Industry self-regulation of companies’ own behavior is an alternative approach to direct government intervention through legislation. The self-regulatory age rating organizations in North America and Europe began assigning a loot box presence warning label (“In-game Purchases (Includes Random Items)”) since April 2020. This consumer protection measure has also been introduced to many digital storefronts. My recent study found that only 29% of popular games containing loot boxes were correctly labeled on the Google Play Store. The age rating organizations have seemingly suggested that other digital storefronts with significantly less content would, in contrast, perform significantly better. The present study found that the compliance rates were indeed higher on the Microsoft (89.1%), Sony (70.3%), and Nintendo (54.2%) stores. However, none met the target 95% compliance rate. Concerningly, the Epic Games Store’s compliance rate was only 7.1%. Some remedial actions have been taken following the present study: while appreciated, they have failed to address all outstanding concerns. Companies and platform providers must better comply with and enforce the rules. Besides poor efficacy on mobile platforms, the industry self-regulatory loot box warning label is also not sufficiently reliable on PC and console platforms.

Leon Xiao

Leon Xiao

Leon Y. Xiao is a Ph.D. Fellow at the IT University of Copenhagen, currently visiting Manchester Metropolitan University. Leon researches video game law, particularly the regulation of loot boxes, a quasi-gambling monetization mechanic in video games.

Share this story. Choose your platform.

Want more updates and information from ACM? Sign up for our Newsletter.

Related Articles

  • An Empirical Study of VR Head-Mounted Displays Based on VR Games Reviews

    In recent years, the VR tech boom has signaled fruitful applications in various fields.

    Yijun LuKaoru OtaMianxiong Dong

    August 22, 2024,

  • A lighthouse illuminates the water against a sunset background.

    Inaugural Editorial: A Lighthouse for Games and Playable Media

    Helping readers to find their way in this new, ever-shifting reality of games industry and research.

    Sebastian DeterdingKenny MitchellBrad KingRachel Kowert

    March 13, 2023,

  • A hand holds a smartphone showing Pokemon GO game in a supermarket aisle.

    Pokémon GO as an Advertising Platform

    This article explores a notable gap in the literature on locative media: the impacts of LBA on small businesses in the location-based game Pokémon GO.

    John DunhamJiangnan XuKonstantinos PapangelisNicolas LaloneMichael SakerDavid Schwartz

    August 11, 2024,

  • Adventures in Avoiding DAIS Buffers

    After watching Horizon Forbidden West’s presentation on their usage of visibility buffers, it became apparent my approach was suboptimal.

    Baktash Abdollah-Shamshir-saz

    August 16, 2024,