Paid loot boxes are randomised monetisation methods in video games that provide the player-consumer with randomised rewards of varying value (Nielsen & Grabarczyk, 2019). Loot boxes are structurally and psychologically similar to gambling (Drummond & Sauer, 2018). Loot box purchasing has been linked to problem gambling in 15 published studies in Western countries (Close et al., 2021; Garea et al., 2021; Zendle & Cairns, 2018). Publishing loot box probability disclosures that reveal the exact probabilities of obtaining randomised rewards has been proposed as a non-restrictive consumer protection measure that provides transparency and may reduce potential loot box harms (King & Delfabbro, 2019; McCaffrey, 2019; Xiao, 2021). Presently, this measure has been adopted as law only in the People’s Republic of China (PRC) (Xiao et al., 2021). In all other countries (e.g., the US, South Korea, Japan), the video game industry has broadly adopted the measure as self-regulation (Entertainment Software Association (ESA), 2019; NHN Japan 株式会社 [NHN Japan Corporation] et al., 2012; 한국게임산업협회 [Korea Association of Game Industry; K-GAMES], 2018): for example, all mobile games on the Apple App Store and Google Play Store in all countries are required to provide them (Gach, 2019; Kuchera, 2017; McCaffrey, 2019; Xiao et al., 2021). Xiao et al. (2021) conducted a survey of the loot box probability disclosures of the 100 highest-grossing iPhone games in the PRC and found that 95.6% of video games containing loot boxes disclosed probabilities. However, because the PRC legal requirement and Apple’s self-regulation were in force simultaneously, it could not be determined whether the PRC legal requirement was necessary in addition to Apple’s self-regulation to ensure a high level of compliance. A replication of the survey in another country would shed light on the effectiveness of self-regulation acting alone. Xiao et al. (2021)’s survey found a variety of different methods of disclosure of varying prominence and accessibility because the relevant loot box probability disclosure law did not require specific methods of disclosure. This is reflected in two aspects: firstly, the location of the disclosure, and secondly, the method of disclosure at any given location. There are three possibilities as to location: (i) disclosure made in-game only; (ii) disclosure made on the official website only; and (iii) disclosure made at both locations. As to the second aspect, Xiao et al. (2021) identified six subcategories of in-game disclosures and five subcategories of official website disclosures. Probability disclosure self-regulation in Western countries is similarly worded in general terms and did not require specific, uniform and prominent methods of disclosure (cf. the South Korean industry self-regulation (한국게임산업협회 [Korea Association of Game Industry; K-GAMES], 2018)). It is expected that loot box probability disclosures prompted by Western self-regulation are not prominent and not easily accessible, similar to the situation identified in the PRC by Xiao et al. (2021). Zendle et al. (2020) conducted a survey of the prevalence of loot boxes in UK iPhone games using a highest-grossing list captured on February 28th 2019. It has been suggested that, since then, video game companies have begun to stop implementing loot boxes and instead adopt other monetisation methods, such as battle passes (Petrovskaya & Zendle, 2020), either to avoid bad press or to act more ethically (Xiao, 2021), as demonstrated by commercial decisions taken by companies such as Epic Games (Fortnite Team, 2019; Psyonix Team, 2019; Valentine, 2019). A further survey in the UK would shed light on whether loot box prevalence has decreased two years after Zendle et al. (2020)’s survey. Therefore, a survey replicating Xiao et al. (2021)’s methodology will be conducted in the UK to assess: (i) the effectives of self-regulation acting alone, (ii) the methods of compliance (i.e., prominence and accessibility of probability disclosures) in Western countries, and (iii) any industry changes in loot box implementation and prevalence. References: Close, J., Spicer, S. G., Nicklin, L. L., Uther, M., Lloyd, J., & Lloyd, H. (2021). 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