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Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach

Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

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Abstract

Loot boxes represent a popular and prevalent contemporary monetization innovation in video games that offers the purchasing player-consumer, who always pays a set amount of money for each attempt, the opportunity to obtain randomized virtual rewards of uncertain in-game and real-world value. Loot boxes have been, and continue to be, scrutinized by regulators and policymakers because their randomized nature is akin to gambling. The regulation of loot boxes is a current and challenging international public policy and consumer protection issue. This article reviews the psychology literature on the potential harms of loot boxes and applies the behavioural economics literature in order to identify the potentially abusive nature and harmful effects of loot boxes, which justify their regulation. This article calls on the industry to publish loot box spending data and cooperate with independent empirical research to avoid overregulation. By examining existing regulation, this article identifies the flaws of the ‘regulate-loot-boxes-as-gambling’ approach and critiques the alternative consumer protection approach of adopting ethical game design, such as disclosing the probabilities of obtaining randomized rewards and setting maximum spending limits. This article recommends a combined legal and self-regulatory approach: The law should set out a minimum acceptable standard of consumer protection and industry self-regulation should strive to achieve an even higher standard. © 2021 Edward Elgar Publishing Ltd.
Original languageEnglish
Pages (from-to)27-47
JournalInteractive Entertainment Law Review
Volume4
Issue number1
DOIs
Publication statusPublished - Aug 2021
Externally publishedYes

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure

Research Keywords

  • Consumer protection
  • Ethical game design
  • Gambling
  • Loot boxes
  • Microtransactions
  • Video game law
  • Video games
  • Video gaming regulation

Publisher's Copyright Statement

  • This full text is made available under CC-BY-ND 4.0. https://creativecommons.org/licenses/by-nd/4.0/

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