ArticleJournal of behavioral addictions2025
Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta's ad repository.
Article in Journal of behavioral addictions, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
What it found
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Who cites it
4 citing papers in PubMed.
- Change in Advertising Exposure of Unhealthy Commodities After the Implementation of an Outdoor Advertising Restrictions Policy in Bristol, UK: A Descriptive Study.Journal of urban health : bulletin of the New York Academy of Medicine · 2026Article
- A significant minority of Dutch gambling adverts on social media illegally targeted and likely reached under-24s: Assessing compliance using Meta's advertising repository mandated by the EU Digital Services Act.Journal of behavioral addictions · 2026Article
- Banning loot boxes for minors: A public health framework and the case of Brazil.Journal of behavioral addictions · 2026Article
- Better than industry self-regulation: Compliance of mobile games with newly adopted and actively enforced loot box probability disclosure law in South Korea.Acta psychologica · 2025Article
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
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.
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.