Loot boxes are officially not considered gambling. But is this really a wise decision? Shouldn’t children be protected from this? A petition in the UK is now demanding an answer from the government.
Many games no longer finance themselves through the actual purchase price. This is completely absent in free-to-play games. Games today rely on microtransactions or follow the most popular trend: loot boxes.
For a few euros, players can acquire these virtual boxes, which may contain all sorts of digital gear depending on the game. In some games (like Overwatch), these are just cosmetic items. However, other games offer in-game advantages, such as stronger weapons or better ammo types.
Recent debates around Star Wars Battlefront 2, Shadow of War, and Destiny 2 have recently heated up discussions. Now it reaches a new peak.
No cash prize = no gambling?
USK and ESRB have recently stated that from their perspective, loot boxes are not considered gambling.
The reason for this is that in gambling, there must be a chance of actual cash winnings. This is not the case with loot boxes, which is why gambling laws do not apply.
If loot boxes were considered gambling, they would be taxed much more heavily (which would increase the price) and the games would have to receive age ratings of “18+” or at least disable these mechanics for underage players.
In the UK, a change in legislation is sought
At least in the UK, this decision is not taken lightly. A petition has already been started to the government stating that loot boxes should be considered gambling. The change is primarily desired for the protection of children. Currently, the petition has already gathered 12,000 signatures.
Loot boxes exploit the same addictive factors that are prevalent in gambling. Game developers skillfully target children, teenagers, and “vulnerable” adults. Since loot boxes are essentially “a wager in which one usually receives items of lower value and rarely items of higher value, they are considered gambling.”
Cortyn argues: In my opinion, the mere element of chance cannot be a decisive factor for classification as gambling and thereby as “18+.” Because that would also apply to many other areas of life, such as Magic trading cards or real “loot boxes” or even surprise bags.
Moreover, the “addictive components” are rather difficult to define, since unboxing items always produces feelings of happiness. And it would probably also have to be made punishable to open a Big Mac at McDonald’s.
A purchase ban or at least drastic monthly limits for individuals under 18 would be a good step.
The classification of loot boxes as gambling is something that can be debated for a long time. What do you think? Should loot boxes for money be completely banned or just “18+”? Or is it already acceptable since parents should keep an eye on their children’s actions?
In China, there was such a law, by the way – Blizzard circumvented it with a clever trick!

