GameIndustryPromotionActGachaRegulationsProbabilityDisclosureKoreaGamingLaw

Korea’s New Probability Disclosure Guidelines for Randomized Game Items: Compliance Overview under the Amended Game Industry Promotion Act (2024)

韩国游戏概率公示全场景解析

February 9, 2026
21 views

Summary

On February 19, 2024, the Korean Ministry of Culture, Sports and Tourism (MCST) released detailed explanatory guidelines on the disclosure of probabilities for randomized in-game items, following the amendments to Article 33 of the Game Industry Promotion Act and Annex 3 of its Enforcement Decree. These reforms require game companies to publicly disclose the probabilities of obtaining random items through gacha mechanics and other chance-based gameplay. The guidance categorizes the types of random items, outlines the scope of disclosure obligations, and sets forth technical requirements for how and where probabilities must be displayed—including in-game, on websites, and in advertisements. Notably, exceptions exist for free-only items, certain non-profit games, and small enterprises. The article also highlights enforcement risks and outlines scenarios for games published in Korea, including the potential for product delisting or administrative penalties for non-compliance or misrepresentation. This framework applies to domestic and international developers targeting the Korean market, and signals a robust shift toward consumer transparency in gacha-based game monetization.

On February 19, 2024, the Ministry of Culture, Sports and Tourism of South Korea (hereinafter referred to as “MCST”) issued an explanatory note regarding the disclosure of probability information for randomized in-game items.

Following the amendment to Article 33 of the Game Industry Promotion Act and Annex 3 of its Enforcement Decree, game companies are required to disclose information concerning random mechanics. In response, the MCST released detailed guidelines to help game developers adjust their loot box and probability-based mechanisms accordingly.

In this article, we summarize and comment on key points from the guidelines, including the classification of random item types, the categories of games subject to mandatory disclosure obligations, and specific in-game scenarios requiring compliance.

Under the Act, a random item is defined by three essential elements:

  1. The game item (object of extraction);

  2. Paid or unpaid consideration (direct or indirect);

  3. The element of chance in the mechanic.

Only items acquired for completely free consideration—such as through in-game promotions, giveaways, or coupons—are exempt from disclosure obligations.

However, it should be noted that:

  • (1) If a game item can also be obtained through direct or indirect payment (e.g., if in-game currency can be purchased via real money), it does not qualify as a completely free item and is subject to probability disclosure.

  • (2) Items without any element of chance (e.g., simply accumulating play counts) do not meet the definition of a random item and are exempt from disclosure.

  • (3) Arcade games, and games developed for non-commercial purposes such as education, exhibitions, religious or charitable activities, are not within the scope of the regulation.

  • (4) SMEs with an average annual revenue under KRW 100 million, or companies that cannot calculate average revenue over the past 3 years due to new establishment or closure, are also exempt from the obligation.

To ensure compliance, the Game Industry Promotion Act prescribes penalties: If a company fails to disclose the probability of obtaining random items or discloses false information, the regulatory authority may issue a warning or correction order. Continued non-compliance may result in substantial administrative fines.

Although such enforcement may not directly impact overseas game companies without a local presence, the Korean regulator could pressure distribution channels, potentially leading to delisting of non-compliant titles.


Types of Random Items Requiring Probability Disclosure

The requirement is not limited to traditional gacha-style loot boxes. According to the guidelines, the types of probability-based mechanics include:


Examples of Required Probability Disclosure by Random Item Type

Each type of randomized item requires a distinct disclosure format. The guidelines specify:

① Capsule-Type (Gacha)

The following must be disclosed:

  • The types, grades, and performance of all items available through the random mechanic,

  • The probability of obtaining each item—even where item types and attributes vary.

Example:

If Treasure Chest A contains 12 items (a–l) of various rarities, the individual probability and grade for each item must be disclosed.

② Enhancement-Type

The following must be disclosed:

  • The probabilities for changes in type, grade, or performance of items, pets, or characters upon enhancement.

If the possible outcomes are altered or extended with added materials, the full list and probabilities for each variation must be disclosed.

If the enhancement applies to a randomly selected item, the probability of each item being selected must also be included.

Example - Bingo Minigame Loot Disclosure:

  1. The purple box displays the cost per draw (10 gold per number);

  2. The blue section shows that each draw yields one number from 1 to 9 with equal chance (1/9). The axe item is awarded when the player completes three rows in the bingo grid (achieved by unlocking all numbers through paid draws).

③ Combination-Type

As per the Enforcement Decree and guidelines, when players combine multiple items to receive a new item with randomized outcomes in terms of type, grade, or performance, the probabilities for all possible combination resultsmust be disclosed.

Example - Item Combination Disclosure Page:

  1. Display the combination formula (e.g., S-grade item + S-grade item + S-grade item);

  2. Show probability of results: SSS-grade 10%, SS-grade 30%, S-grade 60%.

④ Composite-Type (Conditional Probability Variants)

If the following factors impact probability or user purchasing decisions, additional disclosures are required:

  • Total quantity or time limits on the availability of the random items.

Example - Quantity Limit Scenario:

If only 500 units of item A are available through a random event, the remaining count must be displayed. Additionally, a popup window must disclose individual item probabilities.

Example - Time Limit Scenario:

If a random item is only sold during a limited-time event, the start/end time must be clearly indicated, and detailed probability disclosures must be available through a popup window.


Format Requirements for Probability Disclosure

① Format of Display

  • Probability must be disclosed in percentages (rounded or to four decimal places or more).

  • Where percentages cannot reasonably be used, fractions, text, or mathematical functions understandable by users are permitted.

Examples:

  • Decimal-based: “0.5% chance to obtain item X”

  • Fraction-based or textual: “Each dice face has a 1/6 chance of appearing”

② Design Requirements Across Platforms

1. In-Game Disclosure:

Probability information must be directly shown on the purchase, query, or usage screen of the random item.

“Purchase screen” refers to all screens from the moment the user initiates a purchase action until completion.

Thus, probability info must be visible on the screen each time a random mechanic is used.

Example: In-game shop interface must display the name of the random item, its price, and its corresponding probability information.

2. Notification of Changes:

If probability information is revised, the new content and implementation date must be publicly disclosed in advancevia the game’s official website and in-game UI.

3. Advertising and Promotional Materials:

Ads and promotional content must indicate the presence of random items in the game.

Importantly:

  • If materials are not directed at Korean users, this requirement does not apply.

  • However, if materials contain Korean language, they are presumed to target Korean consumers and the disclosure obligation applies.

Although the format may be waived in cases where the ad’s size or format makes it impractical, the general rule is that ads should state that the game includes randomized mechanics.


Implications for Overseas Game Developers Targeting Korea

This new disclosure framework covers not only in-game content, but also official websites and marketing assets. Although enforcement may begin with a grace period, regulatory actions for violations—particularly false disclosure—will continue.

As of publication, a complaint has already been filed against Gravity, the publisher of Ragnarok Online, with the Korea Fair Trade Commission over inconsistencies in their published probabilities. This may become the first test case under the new probability disclosure regime.

分享文章

相关文章

General

Game Licensing (ISBN Approval): Can Cultural Enforcement Be Exercised Across Regions?

游戏版号,文化执法也能异地?

This article analyzes the legality and rationality of cross-regional administrative enforcement in game licensing cases in China. It argues that, under the current legal framework, enforcement should follow the principle of territorial jurisdiction, as the place of illegal conduct is typically tied to the location of the game company. Cross-regional enforcement may lead to jurisdictional conflicts, increased compliance burdens, and risks of profit-driven enforcement, thereby undermining the business environment and procedural fairness.

5 views
General

Twitch bans streamers from “promoting or sponsoring” CS:GO skin gambling

Twitch禁止主播“推广或赞助”CSGO皮肤赌博

Twitch has updated its community guidelines to further restrict gambling-related content, explicitly banning the promotion and sponsorship of skin gambling websites, particularly those مرتبط with Counter-Strike: Global Offensive. Since 2022, Twitch has prohibited the promotion of gambling sites that are not licensed in jurisdictions with consumer protections, naming platforms such as Stake, Rollbit, and Roobet. The latest update expands these restrictions to include CS:GO skin gambling sites and their free social versions, while also banning links, promo codes, and visual displays of such content. Twitch stated that the move responds to renewed interest in CS:GO skin gambling.

3 views
General

U.S. Market Expansion: New Age Verification Method Under COPPA

美国出海:COPPA下新的年龄验证方法

To facilitate compliance with the Children’s Online Privacy Protection Act (COPPA), the Entertainment Software Rating Board (ESRB), together with other U.S. institutions, has proposed a new mechanism for obtaining verifiable parental consent (VPC). The proposal relies on privacy-protective facial age estimation technology, developed with technical support from Yoti and SuperAwesome. The U.S. Federal Trade Commission (FTC) is currently soliciting public comments on whether this method falls within existing COPPA-approved verification methods, whether it satisfies the statutory requirements for parental consent, and whether it introduces privacy risks, including those related to biometric information. The proposal signals a potentially significant development in age verification compliance for online platforms and gaming services operating in the United States.

4 views