 {"id":2778,"date":"2019-11-07T16:32:30","date_gmt":"2019-11-07T16:32:30","guid":{"rendered":"https:\/\/live-journal-of-law-and-public-policy.pantheonsite.io\/?p=2778"},"modified":"2019-11-07T16:32:30","modified_gmt":"2019-11-07T16:32:30","slug":"taking-a-chance-loot-boxes-in-video-games-and-the-issue-of-gambling","status":"publish","type":"post","link":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/2019\/11\/07\/taking-a-chance-loot-boxes-in-video-games-and-the-issue-of-gambling\/","title":{"rendered":"Taking a Chance: Loot Boxes in Video Games and the Issue of Gambling"},"content":{"rendered":"(<a href=\"https:\/\/www.theverge.com\/2019\/5\/8\/18536806\/game-studios-banned-loot-boxes-minors-bill-hawley-josh-blizzard-ea\"><em>Source<\/em><\/a>)\n\n&nbsp;\n\nLoot boxes in video games are a controversial topic that has many people split on whether we should consider this in-game feature as a form of gambling. Many regard loot boxes as a \u201cgambling-like\u201d mechanic, which raises the concern of conditioning gamers, specifically underage gamers, to develop a gambling problem.\n\nSome video games use <a href=\"https:\/\/www.gamespot.com\/articles\/microtransactions-explained-heres-what-you-need-to\/1100-6456995\/\"><em>microtransactions<\/em><\/a> in a way that allows gamers to use real-world money to purchase a guaranteed in-game item of their choosing. However, many popular video games use loot boxes, such as <a href=\"https:\/\/playoverwatch.com\/en-us\/\"><em>Overwatch<\/em><\/a>. Gamers can earn <a href=\"https:\/\/whatis.techtarget.com\/definition\/loot-box\"><em>loot boxes<\/em><\/a> through gameplay or by purchasing them with real-world money. When opened, these loot boxes generate random in-game rewards such as virtual characters, skins, and equipment. Despite a gamer having the ability to unlock loot boxes by merely playing the game, there is concern over the purchasing aspect (with real money) of loot boxes. There is no guarantee of getting specific items when opening loot boxes due to their randomized system, and <a href=\"https:\/\/www.polygon.com\/2017\/11\/16\/16658476\/star-wars-battlefront-2-loot-crate-costs-analysis\"><em>individuals can spend lots of money without ever receiving the item they want<\/em><\/a>. There are instances in which children have spent a large amount of money trying to get prizes in games. In 2011, <a href=\"http:\/\/washingtonpost.com\/wp-dyn\/content\/article\/2011\/02\/07\/AR2011020706073.html\"><em>an 8-year-old spent $1,400<\/em><\/a> on the iPhone Smurfs\u2019 Village Game, and the mother of the 8-year-old stated, \u201cI thought the app preyed on children . . . [n]ote that the Smurf app states it is for ages 4-plus.\u201d\n\nMany regard loot boxes as gambling because of their risk-like nature. Ryan Morrison\u2014known as the Video Game Attorney\u2014believes that <a href=\"https:\/\/www.theverge.com\/2019\/2\/19\/18226852\/loot-boxes-gaming-regulation-gambling-free-to-play\"><em>loot boxes are a form of gambling<\/em><\/a> because gamers use their money for the chance of getting something of value. On the other side, some strongly disagree with the notion that using loot boxes is gambling. In particular, <a href=\"https:\/\/www.ea.com\/\"><em>Electronic Arts<\/em><\/a> (EA), an American video game company, <a href=\"https:\/\/www.gamesindustry.biz\/articles\/2018-05-09-ea-adamant-loot-boxes-arent-gambling\"><em>has expressed its views<\/em><\/a> that loot boxes are not gambling \u201cbecause players always receive a specified number of items in each pack, and secondly we don&#8217;t provide or authorize any way to cash out or sell items or virtual currency for real money[.]\u201d The differing attitudes of what it takes to consider this in-game feature as gambling raises the question of who is on the right side of the debate. EA\u2019s Vice President of Legal and Government Affairs has gone as far as to say that these randomized rewards are not \u201cloot boxes\u201d but are instead \u201c<a href=\"https:\/\/www.pcgamesn.com\/ea-loot-boxes\"><em>surprise mechanics<\/em><\/a>.\u201d\n\nDespite the lack of regulations on loot boxes in the U.S., the Entertainment Software Rating Board (ESRB) has enforced some self-regulation. The ESRB has placed <a href=\"https:\/\/www.theverge.com\/2018\/2\/27\/17058400\/esrb-in-game-purchases-label-microtransactions-loot-boxes-regulation-oversight\"><em>labels<\/em><\/a> on video games that warn consumers about any \u201cin-game purchases\u201d in that particular game. Whether these labels help warn consumers about loot boxes is still up for discussion, as some believe that the labels <a href=\"https:\/\/twinfinite.net\/2018\/03\/will-labeling-games-with-loot-boxes-actually-make-a-difference\/\"><em>should be amended<\/em><\/a> to explicitly warn of gambling-like microtransactions. Currently, the labels are ambiguous and warn of all additional paid content, such as <a href=\"https:\/\/www.lifewire.com\/what-is-dlc-in-gaming-how-does-it-work-4707377\"><em>downloadable content<\/em><\/a>, which is not gambling-like.\n\nIn 2018, the World Health Organization classified \u201c<a href=\"https:\/\/www.who.int\/features\/qa\/gaming-disorder\/en\/\"><em>gaming disorder<\/em><\/a>\u201d as an official medical condition. With the rise of one mental health issue resulting from video games, the effects of using loot boxes on developing a gambling problem is a concern. Although the United States does not currently recognize loot boxes as gambling, another country, namely Belgium, <a href=\"https:\/\/www.bbc.com\/news\/technology-43906306\"><em>has already implemented a ban<\/em><\/a> on using real money for loot boxes because of the gambling-like aspect\u2019s impact on the mental health of children.\n\nSome bills introduced recently may lead to changes in not only how we view loot boxes within the law, but also as a society. Senator Josh Hawley has expressed strong views through legislation and <a href=\"https:\/\/twitter.com\/HawleyMO\/status\/1126191466819276801\"><em>on social media<\/em><\/a> declaring that \u201c[v]ideo game companies are using . . . \u2018loot box\u2019 systems to addict children to their games and spend their parents money.\u201d Hawley\u2019s <a href=\"https:\/\/www.hawley.senate.gov\/sites\/default\/files\/2019-05\/Loot-Box-Bill-Text.pdf\"><em>introduced bill<\/em><\/a> aims to ban both microtransactions and loot boxes, specifically to protect gamers who are minors. Similarly, State Representative Chris Lee introduced two bills\u2014SB3024 SD1 and HB2727\u2014after a <a href=\"https:\/\/www.polygon.com\/2017\/11\/16\/16668218\/star-wars-battlefront-2-microtransactions-removed\"><em>2017 controversy<\/em><\/a> surrounding the game Star Wars Battlefront II. This controversy led the game\u2019s developers to eliminate all in-game purchases on the game\u2019s launch date due to the intense backlash from fans about the loot box system. <a href=\"https:\/\/www.vice.com\/en_us\/article\/pa3wek\/star-wars-battlefront-most-downvoted-comment-on-reddit\"><em>Fans felt displeased<\/em><\/a> and taken advantage of when they learned about the amount of time it would take to earn the \u201cDarth Vader\u201d character through gameplay alone, without spending money on loot boxes for a chance to get the character quicker. In response to this controversy, Lee called the loot box system \u201cpredatory\u201d and stated that \u201c<a href=\"http:\/\/gamespot.com\/articles\/us-state-representative-says-star-wars-battlefront\/1100-6455147\/\"><em>[t]his game is a Star Wars themed online casino.<\/em><\/a>\u201d The first proposed bill, <a href=\"https:\/\/www.capitol.hawaii.gov\/session2018\/bills\/SB3024_SD1_.HTM\"><em>SB3024 SD1<\/em><\/a>, strives to \u201c[p]rohibit[] the sale of video games that contain a system of further purchasing to consumers under 21 years of age[,]\u201d which includes loot boxes. The other proposed bill, <a href=\"https:\/\/www.capitol.hawaii.gov\/session2018\/bills\/HB2727_.HTM\"><em>HB2727<\/em><\/a>, attempts to establish \u201c[c]ertain disclosure requirements for publishers of video games that contain a system of purchasing a randomized reward.\u201d After Lee\u2019s announcement, <a href=\"https:\/\/www.youtube.com\/watch?v=_akwfRuL4os\"><em>one gamer\u2019s response<\/em><\/a> was: \u201c[a]s a gamer, thank you Chris [Lee]. Not only are loot boxes gambling, but they are also very anti-consumer.\u201d Interestingly, <a href=\"https:\/\/journals.plos.org\/plosone\/article?id=10.1371\/journal.pone.0206767\"><em>a 2018 study<\/em><\/a> suggests that uncertainty remains as to whether loot boxes are indeed a \u201cgateway\u201d for gamers to become problem gamblers.\n\nIf the U.S. passes these bills, the result may put game developers and government figures in the difficult position of determining which video games to impact. Of course, minor-oriented games that have microtransactions and loot boxes would become limited by legislation, as minor-oriented games are the targets. However, minors may continue having access to microtransactions and loot boxes by playing \u201c<a href=\"https:\/\/www.esrb.org\/ratings-guide\/\"><em>M for Mature and Adult Only<\/em><\/a>\u201d rated video games that are not minor-oriented. <a href=\"https:\/\/www.washingtonpost.com\/blogs\/on-parenting\/post\/violent-video-games-and-minors-is-it-parents-fault\/2011\/06\/27\/AGOCOMoH_blog.html\"><em>Parents<\/em><\/a> of minors may purchase these games for them, or even minors themselves could purchase these games <a href=\"https:\/\/www.gamesindustry.biz\/articles\/almost-50-of-minors-buying-m-rated-games\"><em>from retailers<\/em><\/a>. Proper legislation may be the motivating factor needed for parents and retailers to become hesitant in allowing minors to have access to these games.\n\nIt is unclear whether U.S. law will come to recognize loot boxes as gambling, even with some of the proposed bills that suggest a change in perception. Many continue having strong views about the issue, despite efforts of self-regulation in place within the video game industry. Those who believe loot boxes are gambling may get the legislative outcome they desire if U.S. law passes the proposed bills.\n\n&nbsp;\n\n<img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-2780\" src=\"https:\/\/live-journal-of-law-and-public-policy.pantheonsite.io\/wp-content\/uploads\/2019\/10\/michael-hewson.png\" alt=\"michael hewson\" width=\"162\" height=\"177\" \/>Michael Hewson is a second-year student at Cornell Law School, and in 2017, he obtained a B.A. in Psychology from Queens College, CUNY. Michael is an online associate for The Issue Spotter and enjoys not only playing video games but also writing on issues within the gaming industry.\n\n&nbsp;\n\n&nbsp;\n\nSuggested Citation: Michael Hewson, <em>Taking a Chance: Loot Boxes in Video Games and the Issue of Gambling,<\/em> Cornell J.L. &amp; Pub. Pol\u2019y, The Issue Spotter, (Nov. 7, 2019), <a href=\"https:\/\/live-journal-of-law-and-public-policy.pantheonsite.io\/taking-a-chance-loot-boxes-in-video-games-and-the-issue-of-gambling\/\">https:\/\/live-journal-of-law-and-public-policy.pantheonsite.io\/taking-a-chance-loot-boxes-in-video-games-and-the-issue-of-gambling\/<\/a>.","protected":false},"excerpt":{"rendered":"<p>(Source) &nbsp; Loot boxes in video games are a controversial topic that has many people split on whether we should consider this in-game feature as a form of gambling. Many regard loot boxes as a \u201cgambling-like\u201d mechanic, which raises the concern of conditioning gamers, specifically underage gamers, to develop a gambling problem. Some video games&#8230;<\/p>\n","protected":false},"author":1,"featured_media":2779,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[14,15,18],"tags":[],"class_list":["post-2778","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-archives","category-authors","category-feature"],"acf":[],"_links":{"self":[{"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/posts\/2778","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/comments?post=2778"}],"version-history":[{"count":0,"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/posts\/2778\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/media\/2779"}],"wp:attachment":[{"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/media?parent=2778"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/categories?post=2778"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/publications.lawschool.cornell.edu\/jlpp\/wp-json\/wp\/v2\/tags?post=2778"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}