Loot boxes, or prize crates, have been a controversial feature in modern video games, particularly due to their similarity to gambling mechanics. These virtual items, found in many popular online multiplayer games, promise prizes ranging from cosmetic items like skins and avatars to in-game boosts. However, despite their widespread use and appeal, loot boxes are under increasing scrutiny due to their potential impact on children and their similarity to gambling practices.
Loot Boxes: The Mechanism and Concerns
Loot boxes operate much like a slot machine, offering a chance to win random prizes. The allure of these virtual treasures is undeniable, with some players hoping for rare or valuable items. However, the odds of receiving these coveted prizes are often slim, leading many to compare them to gambling mechanics.
The situation becomes more problematic when keys, tokens, or coins required to unlock loot boxes are sold for real money. This means that while players might not directly exchange money for a specific item, they are still paying for the chance to unlock prizes, blurring the line between gaming and gambling. Additionally, third-party platforms sometimes allow players to exchange these virtual items for real money, further complicating the matter.
Belgium’s Response: A Ban on Loot Boxes
Belgium was one of the first countries to recognize the potential harm of loot boxes, especially when it comes to children. In 2018, the Belgian Gaming Commission issued a ban on loot boxes in video games, arguing that they violated the country’s gambling laws. The investigation revealed that loot boxes often caused players to have an “emotional profit expectation,” similar to gambling. The randomness of loot box rewards, combined with the ability to deposit real money, made them problematic in the eyes of regulators.
Belgium’s stance is grounded in the concern that loot boxes, especially when tied to real-money transactions, create an environment where minors are at risk of developing gambling habits. The Commission ordered developers to remove or alter these mechanics to comply with local laws, threatening fines or imprisonment if they continued to operate unlicensed systems.
Research on Children and Loot Boxes
A recent study from KU Leuven and other Belgian universities revealed the concerning habits of children exposed to loot boxes in video games. The study surveyed around 2,300 children aged 12-17, finding that 80% of participants considered themselves regular gamers. More troublingly, 60% admitted to gambling activities, such as purchasing scratch cards or betting with friends, a clear indicator that loot boxes might serve as a gateway to real-world gambling.
