Game companies now lean heavily on loot boxes to monetize their products. Legislators around the world are threatening to impose regulations on the boxes, claiming that they’re gambling. Industry groups, however, insist that the boxes are not.
I play games that are funded with loot boxes. My favorite game of all time, Dota 2, is funded almost exclusively through loot boxes. Regulations that tightly restrict or absolutely prohibit loot boxes will definitely hurt the gaming industry and will hurt, perhaps even fatally, games I love. There will definitely be economic harm, and games companies will have to figure something out to fill the monetary gap. It’s no surprise that game companies are defending the practice.
But here’s the thing: loot boxes are gambling. The essential features of the transaction match those of gambling, the reward pathways and addiction mechanisms are those of gambling, and playing dumb about it, as the industry is currently doing, is a bad look.
The loot box mechanism is straightforward: you buy a box for a fixed price, and you receive a random reward. Some rewards are commonplace and low value; others are rare and high value. So far, so gambling: these essential features are found in roulette, slot machines, betting on horses, raffles, and lotteries.
The excitement loot boxes offer their buyers is comparable, too: the moment of uncertainty, the high of getting a big win, the low of missing out. This is the same high as the one gamblers enjoy. Regulators in Belgium and the Netherlands have agreed that this basic structure makes loot boxes a kind of gambling.
Game companies defend loot boxes by saying they’re not the same as gambling because you can’t lose with them: you always win something, even if it’s not very valuable. This is a weak defense. For one thing, that consolation prize may, in fact, be worthless.
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