Ser Humano Interactivo
07 / Behaviour

Loot Boxes and the Line Between Game and Gamble

A loot box sells a random reward for a fixed price. Whether that counts as gambling depends on where you are, and the design question does not wait for the legal one.

What a loot box is

In video games, a loot box is a consumable virtual item that can be redeemed for a randomised selection of further virtual items. Players often pay for them, directly or with a currency bought with real money. The history and the regulatory debate are set out in Wikipedia's article on loot boxes.

Why the comparison with gambling arises

Three elements are present: something of value is paid, the outcome is determined by chance, and the result is a reward of uncertain worth. The reward schedule is the variable one described in the note on variable rewards.

Why the answer differs by country

Legal definitions of gambling usually require that the prize has monetary value. Where items cannot be sold for money, some regulators have concluded that loot boxes fall outside the definition. Others have taken a stricter view, particularly where items can be traded. The position varies and has changed over time.

The design question

Leaving the law aside, a designer can ask what the mechanic does to players, especially younger ones:

For parents and players

Check whether purchases need a password, set a monthly limit at the platform level, and look at the published odds before buying. A mechanic that will not show its odds is asking for trust it has not earned.

Last revised 2026-10-12