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Leon Y Xiao

Biographic Data

ID1850624
NAMELeon Y Xiao
GIVEN NAMESLeon Y
FAMILY NAMEXiao
SIGNATUREXIAO L Y
AFFILIATIONSThe Honourable Society of Lincoln's Inn
ORCID0000-0003-0709-0777
VERIFIEDYes
TOTAL WORKS16
TOTAL CITATIONS5
WORKS AS AUTHOR16
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2026
H-INDEX2
  • “Would You Be Comfortable Telling Your Family How Much You Lost Gambling Today?”

    Open Access•Philip Newall, Leonardo Weiss-Cohen et al.•ARTICLE•Journal of Gambling Studies•2026

    Gambling harm prevention messages are catching up with best practices from tobacco: Australia has implemented seven independently-designed messages, and the UK is due to make a similar change to replace industry-designed slogans. Three of the seven Australian messages are “self-appraisal” messages, such as “What’s gambling really costing you?”, that encourage people to reflect on their gambling behavior. These three Australian self-appraisal mess…

  • A significant minority of Dutch gambling adverts on social media illegally targeted and likely reached under-24s

    Open Access•Leon Y Xiao, Callum Deery•ARTICLE•Journal of Behavioral Addictions•2026

  • Gambling adverts on social media reach 2.3 times more men than women

    Open Access•Elena Gordon-Petrovskaya, Elena Petrovskaya et al.•ARTICLE•Journal of Behavioral Addictions•2026

  • Gambling products are designed to be addictive’

    Open Access•André Spicer, Maira Andrade et al.•ARTICLE•Behavioural Public Policy•2026•References: 5

    The gambling industry tends to frame gambling harms as a matter of personal responsibility, which is implicit in their messages like ‘gamble responsibly’ or ‘take time to think’. Jurisdictions such as Australia and the UK are replacing industry messages with a range of independently designed ones, like in tobacco warning labels. Counter-industry messages have been proposed to challenge industry narratives, e.g., ‘gambling products are designed to…

  • Widespread illegal video game advertising in the UK and South Korea

    Open Access•Leon Y Xiao, Callum Deery et al.•ARTICLE•Journal of Behavioral Addictions•2025

  • Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied

    Open Access•Leon Y Xiao•ARTICLE•Journal of Behavioral Addictions•2025

    Investigating the impacts of addiction policymaking following implementation is important. Effective policies should be considered for emulation elsewhere, whilst ineffective policies should be repealed. Zhou et al. (2024) reported how Mainland Chinese under-18s responded to the 2021 restrictions on their online videogame playtime, which were intended to curb online gaming addiction. However, Zhou et al. failed to mention that Mainland China had …

  • Better than industry self-regulation

    Open Access•Leon Y Xiao, Solip Park•ARTICLE•Acta Psychologica•2025•References: 1

  • To screen, or not to screen

    Open Access•Leon Y Xiao, Philip Newall et al.•ARTICLE•Computers in Human Behavior•2024

    Loot boxes are gambling-like products found in video games that players can buy with real-world money to obtain random rewards. A positive correlation between loot box spending and problem gambling severity has been well-replicated. Some researchers recently argued that this observed positive correlation may be due to participants incorrectly interpreting problem gambling questions as applying to their loot box expenditure because they see loot b…

  • No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry

    Open Access•David Zendle, Caroline Flick et al.•ARTICLE•Nature Human Behaviour•2023•Cited by: 2•References: 59

    Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on…

  • Reserve your judgment on “Draconian” Chinese video gaming restrictions on children

    Open Access•Leon Y Xiao•ARTICLE•Journal of Behavioral Addictions•2022

    China imposed strict restrictions on young people's participation in videogaming from September 2021. Colder Carras et al.'s commentary (2021) referred to this policy as ‘draconian,’ i.e. , ‘excessively harsh and severe.’ However, any opinion on whether this policy is ‘draconian’ is a value judgment, and any judgment on its ‘effectiveness’ ought to be reserved until proven or disproven by empirical evidence. Indeed, the Chinese policy is neither …

  • Gaming the system

    Open Access•Leon Y Xiao, Laura L Henderson et al.•ARTICLE•Behavioural Public Policy•2021•Cited by: 3•References: 3

    Loot boxes provide randomized rewards in video games; their purchase is linked to disordered gambling and they are present in approximately half of UK video games. The relative novelty of loot boxes means that regulators and policymakers in various jurisdictions are still deciding how to regulate them. The People's Republic of China (PRC) is the first, and presently only, jurisdiction to legally require companies to disclose the probabilities of …

  • ESRB’s and Pegi’s Self-Regulatory ‘Includes Random Items’ Labels Fail to Ensure Consumer Protection

    Open Access•Leon Y Xiao•ARTICLE•International Journal of Mental…•2020

  • Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company

    Open Access•Leon Y Xiao•ARTICLE•International Journal of Mental…•2020

  • Which Implementations of Loot Boxes Constitute Gambling? A UK Legal Perspective on the Potential Harms of Random Reward Mechanisms

    Open Access•Leon Y Xiao•ARTICLE•International Journal of Mental…•2020

    Loot boxes are virtual items in video games that offer the player randomised in-game rewards of uncertain in-game and real-world value. Paid loot boxes represent a lucrative and prevalent contemporary monetisation method that encourages repeat purchase through randomisation. The psychology literature has consistently reported a relationship between loot boxes and problem gambling. However, various implementations of loot boxes have not been suffi…

  • People's Republic of China Legal Update - The Notice on the Prevention of Online Gaming Addiction in Juveniles

    Leon Y Xiao•PREPRINT•2019

    Final publication is available from Mary Ann Liebert, Inc., publishers http://dx.doi.org/10.1089/glr2.2019.0002The General Administration of Press and Publication of the People’s Republic of China published the Notice on the Prevention of Online Gaming Addiction in Juveniles (the ‘Notice’) on 25 October 2019. The Notice imposes new legal obligations on online gaming service providers in order to ensure the protection of juveniles from online gami…

  • Towards an Ethical Game Design Solution to Loot Boxes

    Open Access•Leon Y Xiao, Laura L Henderson•ARTICLE•International Journal of Mental…•2019

    King and Delfabbro (2019b) proposed the adoption of social responsibility measures to combat predatory monetisation in video games, such as loot boxes. This paper rectifies a game example mistakenly used by King and Delfabbro and provides further game examples to illustrate, critique and extend the proposed measures. This paper argues that the proposed measures are unlikely to be widely adopted by the video game industry, given the industry’s eco…

  • Gaming the system

    Open Access•Leon Y Xiao, Laura L Henderson et al.•ARTICLE•Behavioural Public Policy•2021•Cited by: 3•References: 3

    Loot boxes provide randomized rewards in video games; their purchase is linked to disordered gambling and they are present in approximately half of UK video games. The relative novelty of loot boxes means that regulators and policymakers in various jurisdictions are still deciding how to regulate them. The People's Republic of China (PRC) is the first, and presently only, jurisdiction to legally require companies to disclose the probabilities of …

  • No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry

    Open Access•David Zendle, Caroline Flick et al.•ARTICLE•Nature Human Behaviour•2023•Cited by: 2•References: 59

    Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on…

  • People's Republic of China Legal Update - The Notice on the Prevention of Online Gaming Addiction in Juveniles

    Leon Y Xiao•PREPRINT•2019

    Final publication is available from Mary Ann Liebert, Inc., publishers http://dx.doi.org/10.1089/glr2.2019.0002The General Administration of Press and Publication of the People’s Republic of China published the Notice on the Prevention of Online Gaming Addiction in Juveniles (the ‘Notice’) on 25 October 2019. The Notice imposes new legal obligations on online gaming service providers in order to ensure the protection of juveniles from online gami…

  • Towards an Ethical Game Design Solution to Loot Boxes

    Open Access•Leon Y Xiao, Laura L Henderson•ARTICLE•International Journal of Mental…•2019

    King and Delfabbro (2019b) proposed the adoption of social responsibility measures to combat predatory monetisation in video games, such as loot boxes. This paper rectifies a game example mistakenly used by King and Delfabbro and provides further game examples to illustrate, critique and extend the proposed measures. This paper argues that the proposed measures are unlikely to be widely adopted by the video game industry, given the industry’s eco…

  • ESRB’s and Pegi’s Self-Regulatory ‘Includes Random Items’ Labels Fail to Ensure Consumer Protection

    Open Access•Leon Y Xiao•ARTICLE•International Journal of Mental…•2020

  • Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company

    Open Access•Leon Y Xiao•ARTICLE•International Journal of Mental…•2020

  • Which Implementations of Loot Boxes Constitute Gambling? A UK Legal Perspective on the Potential Harms of Random Reward Mechanisms

    Open Access•Leon Y Xiao•ARTICLE•International Journal of Mental…•2020

    Loot boxes are virtual items in video games that offer the player randomised in-game rewards of uncertain in-game and real-world value. Paid loot boxes represent a lucrative and prevalent contemporary monetisation method that encourages repeat purchase through randomisation. The psychology literature has consistently reported a relationship between loot boxes and problem gambling. However, various implementations of loot boxes have not been suffi…

  • Gaming the system

    Open Access•Leon Y Xiao, Laura L Henderson et al.•ARTICLE•Behavioural Public Policy•2021•Cited by: 3•References: 3

    Loot boxes provide randomized rewards in video games; their purchase is linked to disordered gambling and they are present in approximately half of UK video games. The relative novelty of loot boxes means that regulators and policymakers in various jurisdictions are still deciding how to regulate them. The People's Republic of China (PRC) is the first, and presently only, jurisdiction to legally require companies to disclose the probabilities of …

  • Reserve your judgment on “Draconian” Chinese video gaming restrictions on children

    Open Access•Leon Y Xiao•ARTICLE•Journal of Behavioral Addictions•2022

    China imposed strict restrictions on young people's participation in videogaming from September 2021. Colder Carras et al.'s commentary (2021) referred to this policy as ‘draconian,’ i.e. , ‘excessively harsh and severe.’ However, any opinion on whether this policy is ‘draconian’ is a value judgment, and any judgment on its ‘effectiveness’ ought to be reserved until proven or disproven by empirical evidence. Indeed, the Chinese policy is neither …

  • No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry

    Open Access•David Zendle, Caroline Flick et al.•ARTICLE•Nature Human Behaviour•2023•Cited by: 2•References: 59

    Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on…

  • To screen, or not to screen

    Open Access•Leon Y Xiao, Philip Newall et al.•ARTICLE•Computers in Human Behavior•2024

    Loot boxes are gambling-like products found in video games that players can buy with real-world money to obtain random rewards. A positive correlation between loot box spending and problem gambling severity has been well-replicated. Some researchers recently argued that this observed positive correlation may be due to participants incorrectly interpreting problem gambling questions as applying to their loot box expenditure because they see loot b…

  • Widespread illegal video game advertising in the UK and South Korea

    Open Access•Leon Y Xiao, Callum Deery et al.•ARTICLE•Journal of Behavioral Addictions•2025

  • Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied

    Open Access•Leon Y Xiao•ARTICLE•Journal of Behavioral Addictions•2025

    Investigating the impacts of addiction policymaking following implementation is important. Effective policies should be considered for emulation elsewhere, whilst ineffective policies should be repealed. Zhou et al. (2024) reported how Mainland Chinese under-18s responded to the 2021 restrictions on their online videogame playtime, which were intended to curb online gaming addiction. However, Zhou et al. failed to mention that Mainland China had …

  • Better than industry self-regulation

    Open Access•Leon Y Xiao, Solip Park•ARTICLE•Acta Psychologica•2025•References: 1

  • “Would You Be Comfortable Telling Your Family How Much You Lost Gambling Today?”

    Open Access•Philip Newall, Leonardo Weiss-Cohen et al.•ARTICLE•Journal of Gambling Studies•2026

    Gambling harm prevention messages are catching up with best practices from tobacco: Australia has implemented seven independently-designed messages, and the UK is due to make a similar change to replace industry-designed slogans. Three of the seven Australian messages are “self-appraisal” messages, such as “What’s gambling really costing you?”, that encourage people to reflect on their gambling behavior. These three Australian self-appraisal mess…

  • A significant minority of Dutch gambling adverts on social media illegally targeted and likely reached under-24s

    Open Access•Leon Y Xiao, Callum Deery•ARTICLE•Journal of Behavioral Addictions•2026

  • Gambling adverts on social media reach 2.3 times more men than women

    Open Access•Elena Gordon-Petrovskaya, Elena Petrovskaya et al.•ARTICLE•Journal of Behavioral Addictions•2026

  • Gambling products are designed to be addictive’

    Open Access•André Spicer, Maira Andrade et al.•ARTICLE•Behavioural Public Policy•2026•References: 5

    The gambling industry tends to frame gambling harms as a matter of personal responsibility, which is implicit in their messages like ‘gamble responsibly’ or ‘take time to think’. Jurisdictions such as Australia and the UK are replacing industry messages with a range of independently designed ones, like in tobacco warning labels. Counter-industry messages have been proposed to challenge industry narratives, e.g., ‘gambling products are designed to…

Gambling Behavior and Treatments (12 works) · Advertising (8 works) · Business (8 works) · Computer Science (8 works) · Psychology (8 works) · Sexuality, Behavior, and Technology (7 works) · Video game (6 works) · Digital Games and Media (5 works) · Law (5 works) · Political science (5 works)

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