Documente Academic
Documente Profesional
Documente Cultură
Carter Lukes
Public Policy
Video games are one of the biggest and popular forms of entertainment that exists, and the
community that it appeals to is wide reaching. Being that the video game industry is an 11 Billion
Dollar industry, there is a wide audience, so many game development companies look to create
new and effective ways to maximize profit. One-way game developers try to maximize profit
margins is utilizing practices similar to traditional gambling. These developers entice their users
with items known as loot boxes which provide chances to “win” some in-game item that is
considered rare. These developers will charge their users actual money, for chances to get this rare
item. Not only is this practice completely unregulated, unlike traditional gambling, but there are
also no safe guards in place to prevent children from participating in these practices. Many
legislative policy options have been proposed and discussed to address this issue, but have not
From the words of Marc Whipple, currently an attorney specializing in gambling, who also
works as a general council for Crawford Intellectual Properties, stated in the Robot Congress
Podcast that there are three factors for a game to be considered gambling. These factors are
consideration, chance, and prize. Consideration simply means, did someone pay to play this game.
Chance means that there is a possibility to win and a possibility to lose. Finally, prize means that
there is something of value to be gained. This concept of paying to win a prize is not new to games.
This practice of loot boxes, in video gaming originated from the Japanese phenomenon known as
Gachapon. These Gachapon machines were coin operated vending machines which had collectable
items in their capsules. These machines would then distribute these capsules and the user would
get a collectable from it. In many situations these machines would be in heavily populated places,
and users would pay in to receive a well-made collectable that would be popular in Japanese
culture. This practice has evolved and been adapted to fit video games. The adaptation to video
games is known as Kompu Gacha, or Complete Gacha. Kompu Gacha was popular in free mobile
games, like one known as Fire Emblem. What game developers would do is they would produce
a game that was free to play, the game would cost no money to buy or to continue to play. The
developer could then charge the player in two ways. You can pay physical dollars in order to speed
up an aspect of the game, making your progression faster, or they would charge you an opportunity
to win some sort of rare prize. That prize can be a wide array of items, whether that be something
to make your playable character look different, or perhaps a more powerful weapon in the game.
The odds to receive these in-game items are never told or delivered to the consumer, meaning that
someone can spend their own money to win a prize that might have less than a one percent chance
to win. This is causing users to constantly pay into a system for the reward. This practice quickly
found its way to other video games that were not free to play. The success of Kompu Gacha was
now seen as a way to increase revenue for games developers. More recently this same practice has
been adapted for full sale games, this means that this feature is spreading and reaching more video
game consumers. Some of the more notable games that have adopted this practice are Counter
Strike: Global Offensive by Valve, Overwatch by Blizzard, and Star Wars Battlefront by
Electronic Arts. Each of these examples utilize this loot box and gambling system, but some cases
are much worse than others. In all of these cases, the game only allows the loot box feature to be
used, while connected to Internet. In the game Overwatch, you can be awarded these loot boxes
by progressing and playing the game more. Users are not charged anything to open these loot
boxes. Yet, users can spend their own money to buy more of these loot boxes in hopes of receiving
a prize. In Overwatch you can win something known as a skin. This skin chances the appearance
of one of the many playable characters for the user. This is a way to brag to other users that you
received a rare item. Other issues with the system that Overwatch provides, is that they will
constantly advertise these rare in-game items. Also, Overwatch does not display the success rates
of these rare items that can come from these loot boxes. In Overwatch’s case, the system they use
is considered gambling, a user pays into the loot box to give them a randomly selected prize. All
three factors that make up gambling are present; consideration, chance and prize. In a much more
serious case, Counter Strike: Global Offensive. You can earn the boxes through play, but you can
also buy additional boxes. To open these boxes, you need to buy a virtual key. Once you do receive
and open the loot box you will receive the in-game content much like many other loot box systems
out there. The catch is that, the developer of Counter Strike: Global Offensive, Valve, also owns a
virtual store for video games known as Steam. Through Steam there is a Marketplace where users
can sell in-game items from the various games, developed by Valve. That means that someone
who won an item in a Counter Strike loot box, can then go to the Market Place to sell the item for
Steam Credit, which can then be used to buy other games that were created by different developers.
This means that there is a more quantifiable value tied with each item that can be won. With the
case of Counter Strike users are actively paying into a system, there is a chance they can win or
lose, and finally there is a value. That value is much easier to see as now there are physicals dollars
placed with the item that can be won. At the writing of this paper, on the Steam Marketplace for
Counter Strike: Global Offensive, the ten most expensive items are worth over 1,700 United States
dollar, per item. Users from across communities have self-reported spending north of 2,000 USD
for the ability to win certain items in different games. A user by the name of “Zil-Z” self-reported
that they spent around 250 USD on Overwatch loot boxes, and roughly 2000 USD on loot boxes
from another game known as Hearthstone. While this is an extreme case, other users have reported
spending around $100 USD. If this practice continues to go unnoticed, and unregulated game
developers will continue to abuse unknowing users. Loot boxes are a form of gambling, as stated
in the Robot Congress Podcast, people have become addicted to it, and, as a result, it should be
It is clear, that under the definition held in many jurisdictions across the United States,
these practices would be considered gambling. Yet, more recently the Entertainment Software
Ratings Board, more commonly known as the ESRB who control the ratings of video games in
North America, recently came out and said that it does not see these loot boxes as gambling.
Thankfully, some in the industry have realized that this practice has caused many issues with in
the video gaming community, and with this, policy changes have been suggested. One such policy
suggestion was originally made by a famous YouTuber, who is equally well known for his
opinions on the video game market and culture, TotalBiscuit. He has suggested that if any game
utilizes this form of monetization, loot boxes, then the ESRB must give that game a mature rating.
This policy can be enforced, through either amendments to a states gambling laws, or applying
political pressure on the ESRB and ensure companies strictly abide by this rule. The idea behind
rating games that use loot boxes as mature is that it will provide some sort of protections for the
consumers that follow the user ratings system. If consumers followed the rating system, this would
ensure that, only people who are adults would be allowed to purchase in game loot boxes. There
are issues that come with this form of policy or protection. While the government can help in
promoting this rating system, there is little that can be done when the system is violated, it is
difficult to penalize or enforce. Since the ESRB is an independent agency apart from any forms of
government few changes can be forced. Other issues to consider include the fact that not many
users follow strictly to the age ratings imposed by the ESRB. Many times, parents will buy games
for their children not realizing that this game is intended for mature audiences. Overall, I can see
this ratings policy having only a limited impact on regulating gambling found within video games
Another policy that could regulate this form of in-game gabling, is forcing age gates to be
put before a consumer begins to use these features (loot boxes). Through state or federal gambling
laws, developers would be forced to require the user to enter their date of birth before using or
buying loot boxes. This form of regulation would provide an outcome similar to the previous policy
regarding rating changes. It would be difficult to enforce penalties for someone lying about their
age. Age gates will only create minor fixes, but not actually fix the issue at hand. A user can easily
lie about their age when trying to gain access to the feature.
An approach that could potentially create change, would be to have state or federal
government legally recognize and define this issue as gambling, and have it treated under the law
as gambling. An alternative that was also suggested in the Robot Congress Podcast, was regarding
how online gambling is treated in different states. Meaning, that if a state’s gambling laws do not
allow for this type of gambling, then the feature will not work in that state. For instance, in the
Robot Congress Podcast, Ryan Morrison, states that if he were to try online gambling in the state
of New York, the website would block his access to the site. Similarly, depending on your state’s
regulations towards gambling, you can or cannot access the loot box feature in the game. While
this system may seem difficult, it can be accomplished as a computer or video gaming console are
connected to the internet have a IP address that can be mapped, allowing a physical location to be
known. With this type of policy, the practice is officially recognized as gambling, a majority of
the users will not be allowed to use the feature, and there is little changing that has to be done to
the physical games with regards to updates. Over all this policy is easy for the developers, and safe
for the consumers, and also allows for states to keep their own gambling laws and regulations. The
only challenge lies with the video gaming companies as they would lose a major source of revenue,
which should be expected anyway with any suggested forms of regulation. It would be expected
that video gaming companies would oppose such regulations, yet like traditional gambling it is the
responsibility of government to safe guard common good. In the end, this is the policy that I would
recommend. This policy can also be started rather easily too, simply a state must recognize the
practice as gambling and then allow the states lawyers to take on the game developing companies.
Finally, the last policy alternative that will be considered is to, completely outlaw the
practice. This policy alternative is the most-strict. While it does mean that no one will ever suffer
from losing money to loot boxes again, it is also extremely heavy handed. This policy would
completely eliminate the issue, but it would be very difficult to implement as every state has
different gambling laws and regulations. Having every state to uphold this law would be far to
difficult, and would not be worth the reward that would come from it. This policy has been utilized
in Japan. Japan elected to ban the practice of Kompu Gacha, in social games. The ban of Kompu
Gacha was because the Minister of the State of Consumer Affairs and Food Safety, believed that
To summarize, loot boxes are in fact a form of gambling. Loot boxes meet all the
requirements for gambling, then they should be treated like such. There is consideration, chance
and finally the prize. Users have been caught up in this recent craze and have lost time, and money
over this practice, and struggled with the addiction tied to gambling. These loot boxes are having
a negative effect on its young user base, and other countries have already taken a stand against
them. America should take the next stand too, in regulating this form of gambling.
Work Cited
• Robot Congress. Ep. 52. Are Loot Boxes Gambling? (Ft Marc Whipple), 24 Oct. 2017,
headgum.com/robot-congress.
• Famularo, Jessica. “'Fire Emblem Heroes' Is a Gacha Game.” Inverse, 2 Feb. 2017,
www.inverse.com/article/27267-what-are-gacha-games-fire-emblem-heroes
• Schreier, Jason. “ESRB Says It Doesn't See 'Loot Boxes' As Gambling.” Kotaku,
1819363091.
Money-have-you-spent-on-Loot-Boxes/page2.
• “Out of Curiousity,How Much Money Have You Spent on Loot Boxes? • r/Overwatch.”
Reddit,
www.reddit.com/r/Overwatch/comments/64xwr5/out_of_curiousityhow_much_money_h
ave_you_spent_on/.
• Vere, Kathleen De. “Japan Officially Declares Lucractive Kompu Gacha Practice Illegal
officially-declares-lucractive-kompu-gacha-practice-illegal-in-social-games/#/.
• Anderton, Kevin. “The Business Of Video Games: A Multi Billion Dollar Industry
www.forbes.com/sites/kevinanderton/2017/04/29/the-business-of-video-games-a-multi-
billion-dollar-industry-infographic/#2e9d519f6d27.