Presentation
Since their recent introduction three years ago, loot boxes in video games have been the source of considerable controversy. Originating from the “pay-to-win” system, these digital surprise packs historically offered additional content, but have since become a way to give players an unfair advantage in video game competitions.
Considered by regulatory authorities to be a form of gambling involving minors, the integration of the loot box model has been criticized by a large portion of the esports community and casual gamers alike. It has already led video game publishers to inform potential buyers about the existence of optional in-game purchases. As part of the PEGI rating system, the game now displays a logo resembling a credit card with the words “In-app purchases.”
For more information, see our previous article on the subject.
Video Games & Loot Boxes: Mobilization of Public and Private Stakeholders for Sector Stability
In response to this backlash, the three main game console manufacturers—Sony, Nintendo, and Microsoft—along with several video game publishers, including Activision-Blizzard (Overwatch, Call of Duty), Bethesda (Fallout), EA (FIFA), Ubisoft (Assassin’s Creed), and Take-Two (GTA), have committed to greater transparency and regulation of this new game system, specifically indicating the rarity level and the probability of obtaining certain items or benefits. This announcement was made during a working meeting before the Federal Trade Commission, which is dedicated to protecting consumers, particularly minors.
Belgium has been particularly strict regarding the sale of video games with loot box systems, leading to the banning of certain products, notably FIFA and, more recently, Gears Pop, published by Microsoft Games Studio, as well as other titles from Nintendo.
Some publishers specializing in esports titles have gone further by removing the mechanism from their game, such as Psyonix, owner of the motorized football game “Rocket League”.
Streamers and YouTubers potentially responsible for promoting Loot Boxes
This practice raises the secondary question of the indirect responsibility of YouTubers using loot boxes in their videos. Between product promotion, commercial agreements with publishers, and protecting young consumers, YouTube channels and their editorial managers must exercise extreme caution to avoid becoming collateral damage of this new system.
An unregulated game of chance. There is indeed a similarity between loot boxes and gambling, although they are not subject to the same legal framework. In fact, regulations concerning lotteries and games of chance are particularly strict, especially regarding minors, prevention messages, and the risks associated with such consumption. This has already led video game publishers to inform potential buyers about the existence of optional in-game purchases. As part of the PEGI system, the game now displays a logo resembling a credit card with the words “In-app purchases.”
These Loot Boxes also undermine the stability of the game, particularly in terms of competitive play with the numerous Esports events, which have been expanding for several years.
Loot Boxes & Esports: Video game competitions in danger
Esports. The integration of loot box systems into video game competitions jeopardizes the stability and fairness of esports players. Event organizers must include regulations governing these loot boxes and the content obtained by participating players in the competition rules.
Some publishers specializing in esports titles have gone further by demonetizing them (notably Blizzard with Heroes of the Storm and PUBG Corporation with PlayerUnknown’s Battlegrounds) or removing the mechanic from their games, such as Psyonix, owner of the vehicular soccer game Rocket League, and Bungi with Destiny 2.