<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[South Korea fines game companies close to $1M over loot&nbsp;crates]]></title><type><![CDATA[link]]></type><html><![CDATA[<div><img src='https://cdn.vox-cdn.com/thumbor/I7P-ZcciH_b1KWOYF5AGTPOIAfw=/0x0:2450x1378/640x360/cdn.vox-cdn.com/uploads/chorus_image/image/59335305/Screenshot_2018_04_10_09.52.03.0.png' style='max-width:600px;' /></p>
<div><img alt="One of the games sanction by the Korean Fair Trade Commission is &lt;em&gt;Sudden Attack 2&lt;/em&gt;, an online shooter from Nexon Korean." src="https://cdn.vox-cdn.com/thumbor/I7P-ZcciH_b1KWOYF5AGTPOIAfw=/0x0:2450x1378/640x360/cdn.vox-cdn.com/uploads/chorus_image/image/59335305/Screenshot_2018_04_10_09.52.03.0.png"></p>
<p>Commission says customers were deceived by the odds of earning an in-game item</p>
<p>More government agencies around the world are beginning to take note of loot boxes, the practice of selling randomized items with in-game transactions. Late last week <a href="http://www.koreaherald.com/view.php?ud=20180402000884">The Korea Herald reported</a> that several top South Korean game developers were fined a total of nearly $1 million for deceiving customers about the odds of attaining high-level loot.</p>
<p>The Korean Fair Trade Commission (FTC) hit Nexon Korea with a total of around $885,000 in fines, while Netmarble Games received fines of around $56,000. A third developer, called NextFloor, was fined only $4,700. All together, The Korean Herald said these fines add up to the “highest-ever penalties” handed down for violations of Korea’s electronic commerce act.</p>
<p>The FTC said that these three game developers misstated the odds of earning high-level loot. For instance, Nexon stated that some items would be given out “at random” while the actual odds of earning items was closer to .5 percent.</p>
<p>The loot box controversy peaked here in the United States during the holiday season when consumers rebelled against developer and publisher Electronic Arts over the loot boxes in <a href="https://www.polygon.com/game/star-wars-battlefront-2/39700"><em>Star Wars Battlefront 2</em></a>. The blowback was so bad that <a href="https://www.polygon.com/2017/11/16/16668218/star-wars-battlefront-2-microtransactions-removed">in-game purchases were turned off</a> before the game formally launched. That led the game’s <a href="https://www.polygon.com/2018/3/16/17127404/star-wars-battlefront-2-progression-system-update-loot-crate-star-cards">entire progression system being revamped</a>. The entire episode drew attention of <a href="https://www.polygon.com/2017/11/22/16690182/battlefront-2-loot-crates-hawaii-belgium-banned-regulation-investigate">U.S. lawmakers</a> and a <a href="https://www.polygon.com/2018/3/3/17075936/esrb-warning-label-loot-crates-in-game-purchases-battlefront-2">new class of warning labels</a> from the Entertainment Software Ratings Board. </p>
<p>South Korean and the U.S. lawmakers aren’t alone in looking closely at loot boxes. China now requires that developers <a href="https://www.polygon.com/2017/5/5/15558448/overwatch-loot-box-chances-china">reveal the odds of winning</a> in-game items before players hand over any money.</p>
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<p><em>Source: <a style="text-decoration:none;" href="https://www.polygon.com/2018/4/10/17219006/loot-crate-south-korea-fines-nexon-one-million">Polygon &#8211;  Full</a></em></div>
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