Loot boxes are still here with us in 2023, and some countries are finally catching up with regulation.
The approach taken in the past few years has generally been to determine whether different types of loot boxes legally constitute 'gambling' in different countries and, if so, then seeking to regulate them using pre-existing laws. However, more recently, countries have explored other potential options, such as enforcing consumer protection law; requiring that specific information be disclosed; or demanding action from age rating organisations.
In this article, I provide an update on the various policies I discussed last year in Loot Box State of Play 2022 and also summarise new developments. This piece highlights the key takeaways from my academic writing about loot box regulation globally, which is available here. More technical and legal details (including source documents in their original language) are available at that link for those interested in delving deeper.
When I speak of 'loot boxes,' I very broadly mean any in-game purchases with randomised elements that are bought with real-world money, or with premium in-game currency that is bought with real-world money (so-called 'paid loot boxes'). Basically, the player does not know exactly what they will get as part of a purchase involving real-world money. This includes social casino games, for example.
Belgium continues to maintain its 'ban' on loot boxes because the country's gambling law has a uniquely wide definition. This means that loot boxes cannot be legally offered for sale to either children or adults. We know that the regulator has not enforced the law due to lacking resources, but companies, such as Roblox Corporation, have more recently taken
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