Licences & law · Daily read
How Regulators Approach Loot Boxes and Gambling-Like Mechanics
Loot boxes operate like gambling. Regulators are starting to notice. The response varies by jurisdiction.
By Neil Harper, 3 min read
Day233
Entered under Licences & law. Also under Headlines.

A loot box is a randomized reward in a video game. You pay real money, you open the box, you receive a random item. The mechanic is gambling. The regulatory question is whether it should be treated as gambling legally.
The Netherlands was the first jurisdiction to declare loot boxes gambling if the items have resale value. The Dutch Gaming Authority issued an advisory in 2018 stating that if a player can sell the items received from a loot box, the mechanic qualifies as gambling. Several game publishers adjusted their loot box mechanics in the Netherlands after this ruling.
Belgium reached a similar conclusion. The Belgian Gaming Commission investigated loot boxes and determined that they meet the definition of gambling in Belgian law. Belgium is now actively pursuing enforcement against game publishers offering loot boxes that meet this definition.
The Regulatory Framework
Most jurisdictions define gambling narrowly: there must be consideration (payment), chance, and a prize or outcome with monetary value. Loot boxes meet all three criteria. You pay money. The outcome is random. The items can have resale value.
The complication: the item inside the loot box might not have resale value. In some games, items are non-tradeable. The player receives them but cannot sell them. This makes the outcome speculative rather than directly monetizable. Whether this qualifies as gambling depends on the jurisdiction's definition of "prize."
- Netherlands: treats loot boxes as gambling if items are tradeable
- Belgium: treats loot boxes as gambling even if non-tradeable
- UK: currently investigating but no formal ruling
- US: no federal regulation, some state investigations
- Germany: treating as youth protection issue rather than gambling
The US response has been fragmented. Some state attorneys general have sent warning letters to publishers. The FTC has expressed concern. But there is no federal law treating loot boxes as gambling, and most states lack explicit regulations.
The youth protection angle is significant in Germany and some Nordic countries. Even if loot boxes are not classified as gambling, regulators are concerned about their impact on minors. A 10-year-old cannot legally gamble. But a 10-year-old can open a loot box. The appeal to children is the regulatory concern.
"Loot boxes exploit the same psychological mechanisms as gambling, which is why regulators are treating them as gambling."
The resale market complicates the regulatory picture. Games like Counter-Strike 2 have loot boxes (weapon skins) that are frequently resold on secondary markets. The secondary market creates real monetary value, even if the game publisher is not directly benefiting from resales. A player can open a loot box worth $2 and receive a skin worth $50. This is a pure money transfer, which looks like gambling.
Some publishers have attempted to comply by making items non-tradeable or preventing resale. But player communities often establish unofficial resale markets anyway. The secondary market is difficult to eliminate once it exists.
The enforcement challenge is that loot boxes are often designed to be optional cosmetics. A player does not need to open loot boxes to progress in the game. This might allow publishers to argue that loot boxes are a purchase of entertainment (paying to customize a character) rather than gambling. But regulators are increasingly skeptical of this distinction.
The outcome seems inevitable: loot boxes will be regulated more strictly. Whether they will be classified as gambling outright or regulated under a separate youth protection framework remains to be determined.
End of the entry for Day 233
