Minnesota Journal of Law, Science & Technology Minnesota Journal of Law, Science & Technology
Volume 20 Issue 1 Article 5
3-7-2019
Precious and Worthless: A Comparative Perspective on Loot Precious and Worthless: A Comparative Perspective on Loot
Boxes and Gambling Boxes and Gambling
Andrew Vahid Moshirnia
Chicago-Kent College of Law
Follow this and additional works at: https://scholarship.law.umn.edu/mjlst
Part of the Entertainment, Arts, and Sports Law Commons, Gaming Law Commons, and the Science
and Technology Law Commons
Recommended Citation Recommended Citation
Andrew V. Moshirnia,
Precious and Worthless: A Comparative Perspective on Loot Boxes and Gambling
,
20 MINN. J.L. SCI. & TECH. 77 (2018).
Available at: https://scholarship.law.umn.edu/mjlst/vol20/iss1/5
The Minnesota Journal of Law, Science & Technology
is published by the
University of Minnesota Libraries Publishing.
77
Precious and Worthless: A Comparative
Perspective on Loot Boxes and Gambling
Andrew V. Moshirnia*
Abstract
Odds-based microtransactions in video games, or “loot
boxes,” offer users a chance to get special game items for actual
money (i.e., legal tender), as opposed to acquiring this “loot”
through in-game achievements. This feature provides revenue
for game developers and allows users to acquire items that
would otherwise require hours of gameplay. But loot boxes
threaten to degrade game design and foist addictive mechanics
on vulnerable users. Loot-box purchasers, much like
pathological gamblers placing a wager, report an initial rush
when opening a loot box and then a wave of regret and shame.
This problem is especially acute in underage consumers who
spend thousands of dollars to gain a desired item. Governments
are aware of this disturbing trend and are attempting to
regulate or outright ban the practice.
Present attempts to constrain game developers are
predicated on a finding that selling random virtual items is in
fact gambling. That approach is flawed. Loot boxes are unlikely
to meet the legal requirements of gambling on account of two
factors: users are guaranteed to receive at least one item and all
items offered have no tangible value. Moreover, prohibiting the
practice may encourage political actors to further censor video
games, a popular scapegoat following school shootings and other
tragic events. While loot boxes may not constitute gambling, the
troublingly opaque nature of loot box odds warrants
© 2019 Andrew V. Moshirnia
* Andrew V. Moshirnia received his J.D. from Harvard Law School,
where he served as Forum Chair of the Harvard Law Review and received his
Ph.D. from the University of Kansas. He is currently a Senior Lecturer at
Monash Business School, Monash University. He would like to thank Ashley
Chung, Aaron Dozeman, and Rachel Capata for their valuable assistance.
78 MINN. J.L. SCI. & TECH. [Vol. 20:
intervention. Accordingly, this Essay offers a novel dual-pronged
transparency-based solution that avoids an outright ban on the
activity. First, the odds of obtaining specific loot should be
disclosed to consumers. Second, regulators should require game
developers to rate such games as appropriate for adults, not
children.
Introduction……………………………………………………….. 79
I. Loot Boxes—Background………………………………... 82
A. Game Design and Motivating Forces…………….. 83
B. Loot Boxes as Skinner Boxes………………………. 85
C. Gamer Response……………………………………... 90
D. Industry Response and Case Studies…………….. 91
1. “Pay-To-Win” Comes to Full-Price Games…... 91
2. Electronic Arts …………………………………... 92
3. Apple………………………………………………. 94
4. The ESA ………………………………………….. 95
5. ESRB ……………………………………………… 96
II. State Actor Response…………………………………….. 97
A. U.S. State Legislation………………………………. 99
1. Hawaii ……………………………………………. 99
2. Washington …………………………………… 101
B. U.S. Federal Government………………………….. 102
C. China…………………………………………………... 103
D. Japan………............................................................ 103
E. Belgium and Germany……………………………… 104
F. New Zealand …………………………………………. 105
G. Australia………………………………………………. 105
H. UK……………………………………………………… 106
III. Proposal: Transparency Through Granular Odds
Disclosure and Rating Labeling………………………... 107
A. Prong 1: Odds for All Items Offered……………... 107
B. Prong 2: Pressure ESRB to Label Loot Box
Content as Mature…………………………………... 108
C. Advantages of Proposal…………………………….. 109
1. Increasing Consumer Information……………. 109
2. Educational Opportunity………………………. 110
3. Avoiding an Outright Ban……………………… 111
IV. Criticisms and Areas for Further Study…………… 112
V. Conclusion…………………………………………………. 113
2019] PRECIOUS AND WORTHLESS 79
INTRODUCTION
Video games have often revolved around the collection of
seemingly randomly appearing treasure. Slay the dragon and it
may drop a useful item, or “loot.” In these gaming ecosystems,
players often slay reappearing enemies (“grinding” or “farming”)
in the hope that they will stumble upon an upgraded weapon or
piece of armor.
1
However, developers have created shortcuts to
avoid the tedium of grinding by allowing game players to
purchase the best items with real money.
2
In-game purchases,
so-called “microtransactions,” represent a vital revenue stream
to game publishers in the face of stagnant game pricing.
3
Yet,
player frustration with microtransactions is well documented.
4
In-game items held behind a paywall may disturb competitive
balance, creating a “pay-to-win” game.
5
Moreover, game
1
. See Patrick Klepek, I Hate Grinding, But I Can’t Stop in ‘Monster
Hunter: World’, VICE WAYPOINT (Feb. 15, 2018, 10:00 AM),
https://waypoint.vice.com/en_us/article/d3wywa/i-hate-grinding-but-i-cant-
stop-in-monster-hunter-world (describing grinding as addictive and meaningful
and noting “I’m here for the loot drops, buddy!”); TheHotterPotato, It Takes 40
Hours to Unlock a Hero. Spreadsheet and Galactic Assault Statistics, REDDIT
(Nov. 10, 2017, 10:09:13 PM),
https://www.reddit.com/r/StarWarsBattlefront/comments/7c6bjm/it_takes_40_
hours_to_unlock_a_hero_spreadsheet/ (documenting a spreadsheet of how long
grinding takes to unlock rewards in a game).
2
. See generally In-game Purchases, INTERACTIVE SOFTWARE FEDN OF
EUR., https://www.isfe.eu/objectives/public-policy/in-game-purchases (last
visited Jan. 16, 2019).
3
. See Prateek Agarwal, Economics of Microtransactions in Video Games,
INTELLIGENT ECONOMIST (Dec. 20, 2017),
https://www.intelligenteconomist.com/economics-of-microtransactions/
(explaining that microtransaction is a monetary solution for developers to “the
hesitancy from consumers to spend money in the App Store”).
4
. See Trevor Ruben, Why Microtransaction and Loot Boxes Are
Destroying Games, VARIETY (Oct. 13, 2017),
https://variety.com/2017/gaming/news/loot-boxes-destroying-games-
1203048432/ (“Microtransactions hurt the entire industry by bending to
breakage the one thing that every market needs: honest, comparative judgment
between products.”).
5
. See Carter Dotson, Why Pay-to-Win is a Flawed Concept,
TOUCHARCADE (Feb. 25, 2016), http://toucharcade.com/2016/02/25/why-pay-to-
win-is-a-flawed-concept-the-carter-crater/ (outlining the pay-to-win concept
and characterizing most modern games with the mechanic as “pay-to-compete”).
80 MINN. J.L. SCI. & TECH. [Vol. 20:
designers may deliberately create tedious gameplay mechanics
in order to incentivize shortcut purchases.
6
Direct sales of in-game items are not the only way to
accomplish after-sale revenue from in-game play. Adding
another level of gaming and chance, developers may sell “loot
boxes,” which contain a smattering of random items.
7
Users
purchase the loot box, which often guarantees a certain level of
rare items, hoping to gain a desired item, game feature, or player
costume.
8
Despite the poor reception of the mechanic from
consumers,
9
loot boxes continue to proliferate, in part because
they generate large amounts of profit from a comparatively
small user base.
10
Users, usually below the age of eighteen,
11
6
. See Pete Davison, Dungeon Keeper: A Symptom of a Wider Problem, US
GAMER (Feb. 3, 2014), https://www.usgamer.net/articles/dungeon-keeper-a-
symptom-of-a-wider-problem (noting unfortunate game design of Dungeon
Keeper, a game widely ridiculed for its debasement of the original Dungeon
Keeper game and inclusion of microtransactions) ; see also Agarwal, supra note
3 (“Game studios are now purposefully designing bad systems and mechanics,
hoping that people will be willing to pay to get past the poorly-made parts of the
service.”).
7
. See Jason M. Bailey, A Video Game ‘Loot Box’ Offers Coveted Rewards,
but Is It Gambling?, N.Y. TIMES (Apr. 24, 2018),
https://www.nytimes.com/2018/04/24/business/loot-boxes-video-games.html
(describing that a player spent $300 on Overwatch loot boxes after playing the
game for more than 800 hours and that another player spent $900 on items that
are only available for a limited time).
8
. Virtual items that change the appearance of in-game avatars, weapons,
and equipment are commonly referred to as skins. See Desirée Martinelli, Skin
Gambling: Have We Found the Millennial Goldmine or Imminent Trouble?, 21
GAMING L. R. 557, 558 (2017).
9
. See Joel Hruska, Most Gamers Hate Buying Loot Boxes, So Why Are
Games Using Them?, EXTREMETECH (Oct. 13, 2017, 1:02 PM),
https://www.extremetech.com/gaming/257387-gamers-hate-buying-loot-boxes-
games-using.
10
. See Agarwal, supra note 3 (finding that only 0.15 percent of mobile
gamers account for 50 percent of all in-game revenue); Paul Tassi, In Pursuit of
‘Hearthstone’ Whales, Blizzard Will Drain the Ocean, FORBES (Nov. 10, 2017),
https://www.forbes.com/sites/insertcoin/2017/11/10/in-pursuit-of-hearthstone-
whales-blizzard-will-drain-the-ocean/#2088aba13b5a (noting the extreme
lengths developers will go to recruit whales).
11
. The targeting of children for in-app purchases is a well-documented
practice. See, e.g., Marisa Meyer et al., Advertising in Young Children’s Apps,
40 J. DEVELOPMENTAL & BEHAV. PEDIATRICS 32 (2019).
2019] PRECIOUS AND WORTHLESS 81
have described themselves as addicted to loot boxes, spending
thousands of dollars in the pursuit of better items.
12
The legal difficulty of this game design arises from the fact
that while loot boxes seem to offer gambling mechanics to
vulnerable underage users, the practice of selling loot boxes does
12
. See Kellen Beck, After Spending $10,000 on Microtransactions, a
Gambling Addicted Teen Speaks Out, MASHABLE (Dec. 1, 2017),
https://mashable.com/2017/12/01/19-gaming-gambling-addict/#u5qDpBsONkq
(reporting that receipts from 2015 and 2016 showed a 19-year old spent around
$10,000 on video game content, ranging from $0.99 to $100 on games like Clash
of Kings, Counter-Strike: Global Offensive, Hobbit: Kingdom of Middle-earth,
Pokémon Go, and more”); Ellen McGrody, For Many Players, Lootboxes Are a
Crisis That’s Already Here, VICE WAYPOINT (Jan. 30, 2018, 1:08 PM),
https://waypoint.vice.com/en_us/article/kznmwa/for-many-players-lootboxes-
are-a-crisis-thats-already-here (recounting stories of addicts, including
individuals who considered suicide: “I ended up calling a suicide hotline that
night. I felt distraught, pathetic, that I had just blown so much money on
nothing but virtual jewels. I felt like I deserved to die for letting it get so bad
and for wasting this much money.”); see also Jamal4137, Personal Experiences
With Loot Box Addiction, REDDIT (Nov. 15, 2017, 1:50:54 PM),
https://www.reddit.com/r/truegaming/comments/7d6oif/personal_experiences_
with_loot_box_addiction/ (prompting multiple users to confess to spending
thousands on microtransactions, with one user noting [t]hankfully this loot box
craze started well after I learned my lesson about the dangers of turning real
life currency into in-game items”); Nothing024, A Whale of a Tale, REDDIT (Dec.
13, 2017, 3:14:31 PM),
https://www.reddit.com/r/FFBraveExvius/comments/7jmezv/a_whale_of_a_tale
(“I became a gambling addict over a game where there is no return, no reward,
for spending my money. I Flushed $16,000 down the toilet over a game.”).
82 MINN. J.L. SCI. & TECH. [Vol. 20:
not squarely fit within today’s gambling laws.
13
Although users
can gain virtual “loot,they do not gain cash or tangible prizes.
14
This essay is the first to document the current loot-box trend
in video games and suggest a transparency-based solution using
existing infrastructure. Part I provides specific case studies of
the current loot-box trend. Part II notes the domestic and
international responses to that trend. Part III proposes a
domestic, transparency-focused solution based on odds
disclosure and the existing rating system that the
Entertainment Software Rating Board (ESRB) adopted in a bid
to evade greater regulation. Part IV highlights difficulties
attendant to an industry-based solution and areas for further
study.
I. LOOT BOXESBACKGROUND
While loot boxes have existed for many years, the general
public may be unaware of the mechanisms and prevalence of this
gameplay practice.
15
This section provides an overview of the
market forces that allowed the practice to spread, the
psychological and market research attendant to various
gambling-like loot box mechanics, the reactions of the game-
13
. Existing gaming laws are a poor fit for loot boxes in that game designers
may argue that won items are “virtual items” without any tangible worth. See
also MODEL ANTI-GAMBLING ACT § 2 cmt. at 12 (NATL CONFERENCE OF
COMMRS ON UNIF. STATE LAWS 1952), http://www.gambling-law-us.com/State-
Laws/Anti-Gambling_Act.pdf (explaining that the word winning always implies
a game or wager, and is intended to include the direct favorable outcome of a
play or bet). Compare Mason v. Mach. Zone, Inc., 851 F.3d 315, 319 (4th Cir.
2017) (holding that virtual items were not money and were not redeemable for
money), and Soto v. Sky Union, 159 F. Supp. 3d 871 (N.D. Ill. 2016) (agreeing
with game developers that virtual skins do not constitute money or another
thing of value under various state anti-gambling statutes), with Phillips v.
Double Down Interactive, LLC, 173 F. Supp. 3d 731, 73940 (N.D. Ill. 2016)
(holding that game developers were not winners because they did not directly
participate in games and thus the plaintiffs cannot recover their losses). But cf.
Kater v. Churchill Downs, Inc., 886 F.3d 784, 787 (9th Cir. 2018) (holding that
virtual chips used to play games and rewarded for winning games in virtual
casino qualified as a “thing of value” under Washington law).
14
. See Martinelli, supra note 8, at 564 (finding that “the prizes and tokens
in the games did not have any tangible worth, leading to the conclusion that
‘virtual gaming operators with virtual prizes are legal’”).
15
. See Bailey, supra note 7 (“Loot boxes have been prevalent for at least a
decade, mostly in free games, but the Battlefront controversy was ‘the first real
big punch in the gut.’”).
2019] PRECIOUS AND WORTHLESS 83
playing public, industry case studies, and the response of major
industry actors.
A. GAME DESIGN AND MOTIVATING FORCES
The rise of microtransactions in full price games has been
ascribed to the development of microtransactions in mobile
games,
16
as well as to the stagnant pricing in the video game
market generally.
17
Freemium gaming, in which users may download free-to-
play games that offer other purchasable content, has been
primarily focused on mobile devices.
18
Mobile app games
generate $34.8 billion USD worldwide.
19
While a full review of
the development of freemium games is outside the scope of this
essay, it is important to realize that the practice is ubiquitous.
At the time of this writing, 149 of the top 150 grossing iPhone
games are free to install (with Minecraft, at the fifty-fourth
position, representing the sole exception).
20
The important figure
here is “install-to-purchase” percentage which measures the
percentage of users who actually spend after installing the
game.
21
Industry publications point to rates that vary from a
high of 12.02 percent for card game players to a low of 3.52
percent for action adventure game players.
22
As the great majority of users will not be in-app purchasers,
the goal is to recruit “whales”—the high-spending minority of
16
. See Mike Williams, The Harsh History of Gaming Microtransactions:
From Horse Armor to Loot Boxes, US GAMER (Oct. 11, 2017),
https://www.usgamer.net/articles/the-history-of-gaming-microtransactions-
from-horse-armor-to-loot-boxes (“Major developers and publishers have adopted
the [loot box] model before and since [the release and success of Overwatch in
2016].”).
17
. See Agarwal, supra note 3, and accompanying text.
18
. See Will Fulton, Freemium Game Developer Reveals the Dirty Truths
Behind In-App Purchases, DIGITAL TRENDS (Sept. 18, 2015, 4:10 PM),
https://www.digitaltrends.com/gaming/freemium-games-exposed/.
19
. See LIFTOFF, MOBILE GAMING APPS REPORT 4 (2017),
https://cdn2.hubspot.net/hubfs/434414/Reports/2017%20Gaming%20Report/Lif
toff_Mobile_Gaming_Apps_Report.pdf.
20
. See Top Grossing iPhoneGames, THINK GAMING,
https://thinkgaming.com/app-sales-data/?page=1 (last visited Nov. 12, 2018).
21
. See LIFTOFF, supra note 19, at 5 (highlighting that the overall install-
to-purchase rate for gaming apps is higher than average when compared to
other app categories).
22
. See id. at 19.
84 MINN. J.L. SCI. & TECH. [Vol. 20:
users that generate the bulk of profit in these games.
23
The
Electronic Entertainment Design and Research group estimates
that heavy users (defined as “[w]hale[s who] spent over $100 in
the past year”) in the North American market make up only 7
percent of mobile game players but represent 55 percent of
revenue.
24
As one developer put it, “[e]ach time, every new
project became less and less about how we can do cool things,
and more about how we can track and target users to get the
most whales possible, boost chart position and retain users to
shove as many ads on them as possible.”
25
Though the cost of development of AAA titles for both
consoles and personal computers has skyrocketed,
26
the
maximum sticker price for a game remains approximately $60
USD.
27
Video game budgets have grown from around two million
dollars in 1995 to more than fifty million dollars in 2014.
28
23
. See Fulton, supra note 18.
24
. EEDAR, DECONSTRUCTING MOBILE & TABLET GAMING 19 (2016),
http://www.eedar.com/sites/default/files/EEDAR%20-
Mobile%20Report%202016%20-%20Whitepaper.pdf (“Despite their small
player base (which has grown somewhatfrom 5% in 2015but remains low
at 7%), Heavy Payers continue to contribute over half of the mobile gaming
revenue (55%).”).
25
. Eli Hodapp, “We Own You”—Confessions of an Anonymous Free to Play
Producer, TOUCHARCADE (Sept. 16, 2015), http://toucharcade.com/2015/09/16/
we-own-you-confessions-of-a-free-to-play-producer/.
26
. See Kshosfy, As Mobile Games Rise, Studios Fear for Blockbusters’
Future, WIRED (Feb. 15, 2011), https://www.wired.com/2011/02/dice-
blockbuster-games/.
27
. See Erik Kain, Video Games Should Be More Expensive, FORBES (Apr.
24, 2015), https://www.forbes.com/sites/erikkain/2015/04/24/video-games-
should-be-more-expensive/#de30e306eb9c; see also Kyle Orland & Jonathan
Gitlin, Why Retail Console Games Have Never Been Cheaper, Historically, ARS
TECHNICA (June 30, 2013), https://arstechnica.com/gaming/2013/06/why-retail-
console-games-have-never-been-cheaper-historically/ (“The real price of a new,
mass market, disc-based console game has . . . topped out around $60 in today’s
dollars . . . .”).
28
. See Superannuation, How Much Does It Cost To Make A Big Video
Game?, KOTAKU (Jan. 15, 2014) https://kotaku.com/how-much-does-it-cost-to-
make-a-big-video-game-1501413649 (finding that the average budget of a AAA
game for “the generation of games following [the] Xbox 360 and Playstation 3
would be $60 million”); see also Kyle Orland, DICE 2011: Mark Cerny on the
Death of the $50 Million Game, GAMASUTRA (Feb. 10, 2011),
https://www.gamasutra.com/view/news/123416/DICE_2011_Mark_Cerny_On_
The_Death_Of_The_50_Million_Game.php (finding that some games will have
budgets exceeding $50 million).
2019] PRECIOUS AND WORTHLESS 85
Microtransactions, therefore, offer another way for developers to
make up the difference, although commentators argue that an
increase in baseline game prices will not disrupt profitable loot
box mechanics.
29
B. LOOT BOXES AS SKINNER BOXESPSYCHOLOGICAL
RESEARCH
The law has long recognized the particular vulnerability of
children to gambling,
30
due in part to a lower ability to make
reasoned decisions and poor impulse control.
31
Studies on
adolescent gambling estimate that approximately 4 percent to 8
percent of adolescents are pathological gamblers.
32
In contrast,
the rate of pathological gambling in adults hovers around 1
percent.
33
Treatment for gambling addiction is typically cognitive-
behavioral therapy.
34
Pathological gamblers tend to engage in
numerous fallacies when gambling, including the notion that
they are “due” after a series of losses, that “near-misses” indicate
that success is imminent, and that various superstitions will
29
. See Paul Tassi, Why $80 to $100 Video Games Aren’t the Answer to Loot
Boxes, FORBES (Nov. 28, 2017), https://www.forbes.com/sites/insertcoin/2017/
11/28/why-80-100-video-games-arent-the-answer-to-loot-boxes/#83ca5cf4d829
(“[T]here’s little guarantee that even if prices did go up, that benevolent
publishers would all get together and banish microtransactions from games.”).
30
. See generally NATL RESEARCH COUNCIL, PATHOLOGICAL GAMBLING: A
CRITICAL REVIEW, 28384 (1999) (listing the age restrictions on gambling by
state).
31
. See Anne Gaboury & Robert Ladouceur, Evaluation of a Prevention
Program for Pathological Gambling Among Adolescents. 14 J. PRIMARY
PREVENTION 21, 22 (1993) (discussing adolescent gamblers as having a “failure
to resist impulses to gamble”).
32
. See id. (discussing data showing that 5.7 percent of adolescents are
pathological gamblers); see also Lucia Sideli et al., Pathological Gambling in
Adolescence: A Narrative Review, 6 MEDITERRANEAN J. CLINICAL PSYCHOL. 3
(2018).
33
. See Christine Reilly, The Prevalence of Gambling Disorders in the
United States: Three Decades of Evidence, in 3 GAMBLING & THE PUB. HEALTH,
PART 1 at 36 (2009).
34
. See Timothy W. Fong, More Adolescents Are Gamblingwith
Addiction, 5 CURRENT PSYCHIATRY 59, 64 (2006) (“Cognitive behavioral
therapy can be successful for highly motivated gamblers . . . .”); Timothy W.
Fong, Pathological Gambling in Adolescents: No Longer Child’s Play, 29
ADOLESCENT PSYCHIATRY 119, 113 (2006) (“The most researched form of
individual therapy for pathological gambling is cognitive-behavioral therapy.”).
86 MINN. J.L. SCI. & TECH. [Vol. 20:
bring about success.
35
Therapy is designed to help gamblers
recognize these thoughts and address them.
36
In addition,
mathematics courses may help students make better-informed
decisions about gambling.
37
The ill effects of pathological gambling may be compounded
by compulsive game playing. The prevalence of unhealthy
gaming has led the World Health Organization to draft a
proposed disorder for inclusion in the International
Classification of Diseases (ICD) “gaming disorder,”
38
with a
related entry for “hazardous gaming”:
Hazardous gaming refers to a pattern of gaming, either online or offline
that appreciably increases the risk of harmful physical or mental
health consequences to the individual or to others around this
individual. The increased risk may be from the frequency of gaming,
from the amount of time spent on these activities, from the neglect of
other activities and priorities, from risky behaviours associated with
gaming or its context, from the adverse consequences of gaming, or
from the combination of these. The pattern of gaming is often persists
[sic] in spite of awareness of increased risk of harm to the individual or
to others.
39
While the ICD entries on “hazardous gaming” and “gaming
disorder” are not authored specifically to address loot boxes,
their inclusion may provide additional support for state actors
attempting to change the current loot box regime.
40
This avenue
35
. See generally Carrie A. Leonard, Robert J Williams & John Vokey,
Gambling Fallacies: What are They and How are They Best Measured, 6 J.
ADDICTION RES. & THERAPY 256 (2015); see also NATL RESEARCH COUNCIL,
supra note 30, at 241 (“People generally have a strong need to impose order or
meaning on random processes . . . contribut[ing] to the gambler’s fallacy . . . .”).
36
. See Fong, More Adolescents Are Gamblingwith Addiction, supra note
34, at 133 (“CBT for pathological gamblers has been shown effective in reducing
the number of cognitive distortions and subsequent gambling behaviors.”).
37
. See Richard A Labrie, Facing the Odds: The Mathematics of Gambling
and Other Risks, CAMBRIDGE HEALTH ALLIANCE: DIVISION ON ADDICTION,
http://www.divisiononaddiction.org/curr/facing_the_odds.htm (last updated
Feb. 24, 2015) (arguing that increasing interest in mathematics can reduce the
likelihood of addictive behaviors among adolescents).
38
. WORLD HEALTH ORG., INTERNATIONAL STATISTICAL CLASSIFICATION
OF DISEASES AND RELATED HEALTH PROBLEMS 6C51 (11th ed. 2018).
39
. Id. at QE22.
40
. Indeed, U.S. Senator Maggie Hassan cited the World Health
Organization’s “gaming disorder” classification in arguing that the ESRB
should reexamine the effect of loot boxes on children. See Paul Tassi, US
Senator Confronts The ESRB Over Loot Box Classification and Addiction,
FORBES (Feb. 15, 2018), https://www.forbes.com/sites/insertcoin/2018/02/15/us-
2019] PRECIOUS AND WORTHLESS 87
of attack may be especially effective because loot box developers
are specifically targeting and manipulating cognitive behaviors
of vulnerable purchasers who may already demonstrate an
unhealthy relationship to gaming.
41
In psychological terms, loot boxes can be thought of as
“Skinner boxes.” B.F. Skinner, a famous behaviorist concerned
with operant conditioning, noted that the doling out of rewards
on a random schedule attendant to an action recruited repeated
attempts of that action.
42
The uncertain but tantalizingly close
reward enlists constant attempts.
43
Developers employ a number of techniques to increase the
allure of loot boxes. Several games use prize-wheel spinners,
triggering near-miss reactions as the desired item was just out
of reach.
44
This is not unlike a gambler being triggered by a slot
machine that almost hit the jackpot.
45
Near-misses also
encourage gamblers to believe they are due for a big win,
46
in
part by firing reinforcement centers in the brain that make the
failure feel a little like success.
47
Music and graphic cues
senator-confronts-the-esrb-over-loot-box-classification-and-
addiction/#17f257d55a97.
41
. See Heather Alexandra, Loot Boxes Are Designed to Exploit Us, KOTAKU
AU (Oct. 16, 2017, 9:00 AM), https://www.kotaku.com.au/2017/10/loot-boxes-
are-designed-to-exploit-us/ (“[T]he only reason the loot box exists is to prey on
the economically vulnerable.”).
42
. B.F. SKINNER, SCIENCE AND HUMAN BEHAVIOR 65 (1953) (“In operant
conditioning we ‘strengthen’ [a class of responses] in the sense of making a
response more probable or, in actual fact, more frequent.”).
43
. See id. at 100 (“If we reinforce behavior at regular intervals, an
organism such as a rat or pigeon will adjust with a nearly constant rate of
responding.”).
44
. See Peter Bright, Op-Ed: Game Companies Need to Cut the CrapLoot
Boxes Are Obviously Gambling, ARS TECHNICA (May 28, 2018, 9:00 AM),
https://arstechnica.com/gaming/2018/05/op-ed-game-companies-need-to-cut-
the-crap-loot-boxes-are-obviously-gambling/ (discussing the use of near misses
and spinning wheels in loot box animations to encourage further spending).
45
. See Luke Clark et al., Gambling Near-Misses Enhance Motivation to
Gamble and Recruit Win-Related Brain Circuitry, 61 NEURON 481, 484 (2009)
(describing experiments comparing “two types of nonwin outcome: near-misses,
where the slot machine reel stopped one position from the chosen icon, and full-
misses, where the outcome was not proximal to a win”).
46
. See Denis Côté et al., Near Wins Prolong Gambling on a Video Lottery
Terminal, 19 J. GAMBLING STUD. 433, 437 (2003) (“[N]ear wins can increase
persistence to gamble.”).
47
. See Clark, supra note 45, at 48687 (noting that near-misses may
trigger the “mesolimbic reward system” and that “[g]ambling near-misses were
88 MINN. J.L. SCI. & TECH. [Vol. 20:
heighten tension and create a ritual that entices repeat
purchases.
48
“When you start opening a loot box, we want to
build anticipation,” according to an Overwatch developer.
49
“We
do this in a lot of waysanimations, camera work, spinning
plates, and sounds. We even build a little anticipation with the
glow that emits from a loot box’s cracks before you open it.”
50
The
ritual also provides game players with the opportunity to engage
in superstition, ascribing meaning to random deviations in
opening animations or combinations.
51
Loot box purchasers, much like a pathological gambler
placing a wager, report an initial rush when opening a loot box
and then a wave of regret and shame.
52
This aftershock can be
so extreme as to trigger self-harm.
53
Users may seek out this
stimulus by proxy, watching videos of other users unbox bulk
purchases. Indeed, compilations of loot box opening are
frequently posted on YouTube,
54
with some videos receiving
associated with significant recruitment of brain win-related circuitry and acted
to increase the desire to gamble when the subject had personal control over
selecting the gamble”).
48
. Examples of these animations may be viewed on YouTube. See, e.g.,
ScrewKiller, 7 Top Loot Box Game Opening Animation, YOUTUBE (Nov. 26,
2017), https://www.youtube.com/watch?v=P2D_v9a_GgM.
49
. Heather Alexandra, supra note 41 (quoting an anonymous Overwatch
developer).
50
. Id.
51
. See NATL RESEARCH COUNCIL, supra note 30, at 241 (“[M]any gamblers
also believe independent, random events are somehow connected.”).
52
. See McGrody, supra note 12. The author recounts stories from addicts,
noting that opening multiple loot boxes “had a feeling of a continuous
rush . . . like opening a bunch of Christmas presents” and that “the rush of
pulling [items from a loot box] is addicting” but that this rush was replaced by
shame. Another player said, “I realized what I had done, checked my bank
account and wanted to throw up.” It is worth comparing these narratives with
the Diagnostic and Statistical Manual of Mental Disorders symptoms for
Pathological Gambling which include a tolerance, resulting in taking “greater
risk . . . needed to continue to produce the desired level of excitement” and
attendant regret resulting inrepeated unsuccessful efforts to control, cut back,
or stop gambling.” AM. PSYCHIATRIC ASSN, DIAGNOSTIC AND STATISTICAL
MANUAL OF MENTAL DISORDERS § 312.31, at 616 (5th ed. 2013).
53
. See McGrody, supra note 12 (“I ended up calling a suicide hotline that
night. I felt distraught, pathetic, that I had just blown so much money on
nothing but virtual jewels. I felt like I deserved to die for letting it get so bad
and for wasting this much money.”).
54
. A search of “loot box opening” on YouTube yields more than 182,000
results.
https://www.youtube.com/results?search_query=%22loot+box+opening%22.
2019] PRECIOUS AND WORTHLESS 89
millions of views.
55
Game companies are aware that a user who
watches others open loot boxes will be more likely to buy a loot
box. For example, Activision plans to actively reward players
who watch other players unbox loot through in-game
streaming.
56
In contrast to designers of other gambling systems, game
designers can shape not only the feedback mechanism but can
also manipulate other game playing experiences to incentivize
user purchases. A 2017 patent, “System and Method for Driving
Microtransactions in Multiplayer Video Games,” granted to the
game developer Activision sets out numerous purchase-
increasing avenues connected to multiplayer match-making.
57
These include:
Creating an achievement gap: Systems can match a
junior player against a marquee player who has already
purchased elite weapons. “A junior player may wish to
emulate the marquee player by obtaining weapons or
other items used by the marquee player.
58
Pairing a user with a purchasing role-model: The
game may further refine the above-referenced
enticement by placing junior users in matches against
marquee users who have adopted the very strategy
preferred by the junior users:
[T]he junior player may wish to become an expert sniper in a game
(e.g., as determined from the player profile). The microtransaction
55
. See, e.g., Muselk, Overwatch: Unboxing 101 Halloween Loot Boxes!,
YOUTUBE (Oct. 11, 2016), https://www.youtube.com/watch?v=dyf_UbtfGOY
(showing 2.8 million views as of Nov. 8, 2018); Muselk, [Overwatch] Unboxing
201 Anniversary Lootboxes + Giveaway, YOUTUBE (May 23, 2017),
https://www.youtube.com/watch?v=Rou5wPuOOSI (showing 3.2 million views
as of Nov. 8, 2018). Overwatch is not the only game with such videos. See, e.g.,
MasterOv Mobile & io Games, Fallout Shelter - OMG BEST GUN EVER! MY
FIRST LUNCH BOX OPENING! - Fallout Shelter IOS Gameplay, YOUTUBE
(June 30, 2015), https://www.youtube.com/watch?v=HkJNTexLyoE (showing
782,160 views as of Nov. 8, 2018).
56
. See Rachel Weber & Sam Loveridge, Why It’ll Pay to Hang Out in Call
of Duty WW2’s New Social Headquarters, GAMESRADAR (Aug. 24, 2017)
https://www.gamesradar.com/why-itll-pay-to-hang-out-in-call-of-duty-ww2s-
new-social-headquarters/ (“If you open your [loot box] and get something really
cool, there’s a chance people watching you open your [loot box] will also get
something cool.”).
57
. U.S. Patent No. 9,789,406 (filed May 14, 2015) (issued Oct. 17, 2017).
58
. Id. at col. 5, l. 37.
90 MINN. J.L. SCI. & TECH. [Vol. 20:
engine may match the junior player with a player that is a highly
skilled sniper in the game. In this manner, the junior player may
be encouraged to make game-related purchases such as a rifle or
other item used by the marquee player.
59
Rewarding purchasers with immediate success:
Targeted match-making can also boost the satisfaction of
users immediately after their purchases by placing them
in matches where the newly purchased item is
particularly effective “giving the player an impression
that the particular weapon was a good purchase. This
may encourage the player to make future purchases to
achieve similar gameplay results.
60
C. GAMER RESPONSETOLERABLE FOR COSMETIC ITEMS
While game players have bemoaned microtransactions,
particular ire is reserved for those transactions that provide a
competitive advantage. The criticism of “pay-to-win” games is
ferocious. For example, the inclusion of the mechanic allowing
users to buy additional basketball skills in NBA 2K18 resulted
in the lowest Metacritic user-rating in the series, 1.6 out of 10,
61
with users complaining that virtual currency was needed for
nearly every aspect of the game. One user memorably remarked
“[y]ou either have to spent [sic] lots of extra money or suffer
through hours of comically poor gameplay, in what they call the
road to 99. This is not the road to 99, this is the road to hell.”
62
Microtransactions for purely cosmetic changes or
collectibles, such as “skins” for characters, are far less
offensive.
63
For example, the loot boxes in Overwatch drop only
player costumes that have no effect on game play.
64
While users
59
. Id. at col. 24, l. 37.
60
. Id. at col. 6, l. 6.
61
. NBA 2k18, METACRITIC, http://www.metacritic.com/game/playstation-
4/nba-2k18 (last visited November 8, 2018).
62
. xmicta, User Review to NBA 2k18, METACRITIC: USER REVIEWS (Sept.
18, 2017), https://www.metacritic.com/game/playstation-4/nba-2k18/user-
reviews.
63
. See Paul Tassi, Activision is Doing Loot Boxes Right, EA is Doing Them
Horribly Wrong, FORBES (Nov. 14, 2017),
https://www.forbes.com/sites/insertcoin/2017/11/14/activision-is-doing-loot-
boxes-right-ea-is-doing-them-horribly-wrong/#18f693f33b24.
64
. See Daniel Tack, Blizzard’s Mike Morhaime Talks Loot Boxes,
Battle.net, Mobile, And More, GAME INFORMER (Nov. 7, 2017 4:19 PM),
http://www.gameinformer.com/b/features/archive/2017/11/07/blizzard-39-s-
2019] PRECIOUS AND WORTHLESS 91
may dislike this system, it is generally looked on more favorably
than perceived “pay-to-win” games.
65
D. INDUSTRY RESPONSE AND CASE STUDIES
1. “Pay-To-Win” Comes to Full-Price Games
2017 saw a rash of games with loot box microtransactions
that offered competitive advantages or were perceived as
necessary to complete the game.
66
These “pay-to-win” games
have precipitated greater discussion of loot boxes. While
previous pay-to-win titles involved free-to-play mobile games
such as Clash Royale and Fire Emblem Hero,
67
numerous full-
price games incorporated the mechanic in 2017. The first crop of
major releases incorporating this dynamic included Need for
Speed: Payback, Forza MotorSport 7, and Middle-earth: Shadow
mike-morhaime-talks-loot-boxes-battle-net-blizzcon-and-more.aspx
(differentiating Overwatch from games offering gameplay advantages in loot
boxes).
65
. See, e.g., Maxwell Jeffery, Why Star Wars Battlefront 2 Removed
Cosmetics from Loot Boxes, GAMERANT (Jan. 4, 2018),
https://gamerant.com/star-wars-battlefront-2-comestic-loot-box/ (“Overwatch
make[s] good use of the system by having the drops contain purely cosmetic
items so as to not impact the core gameplay experience. Star Wars Battlefront
2, on the other hand, uses loot boxes . . . that can give players an edge online.”);
Robert Workman, Anthem’s Loot Box System Will Only Involve Cosmetic Items,
Says Analyst, COMICBOOK (Jan. 3, 2018)
http://comicbook.com/gaming/2018/01/04/anthems-loot-box-system-bioware-
cosmetic-items/ (calling payments for loot boxes in Overwatch “ancillary”).
66
. See, e.g., Jason Schreier, Fall Loot Box Glut Leads to Widespread
Alarm, KOTAKU (Oct. 10, 2017 4:30 PM), https://kotaku.com/fall-loot-box-glut-
leads-to-widespread-alarm-1819328610 (noting at least three major games that
included loot boxes in recent versions); Sam Machkovech, Loot Boxes Have
Reached a New Low with Forza 7s “Pay-to-Earn” Option, ARS TECHNICA (Sept.
29, 2017 6:00 AM), https://arstechnica.com/gaming/2017/09/loot-boxes-have-
reached-a-new-low-with-forza-7s-pay-to-earn-option/.
67
. See Jessica Famularo, ‘Fire Emblem Heroes’ Is a Gacha Game Here’s
What That Means, INVERSE (Feb. 2, 2017),
https://www.inverse.com/article/27267-what-are-gacha-games-fire-emblem-
heroes; Andrew Reiner, Clash Royale and the Guilt of Pay-to-Win Gaming,
GAMEINFORMER (Mar. 22, 2016, 12:14 PM).
92 MINN. J.L. SCI. & TECH. [Vol. 20:
of War, among others.
68
These releases were harshly reviewed
for their inclusion of loot boxes.
69
2. Electronic ArtsStar Wars Battlefront 2 Full Price Debacle
Perhaps the most famous developer reaction to loot box
protests was that of Electronic Arts with full-price game Star
Wars Battlefront 2. The popular game entered public beta-
testing on October 6, 2017.
70
The game contained “star cards”
which provided stats boosts and abilities for use in multiplayer
play.
71
The best of these cards “epics” were obtainable only
through in-game loot boxes.
72
Upon release, it was unclear
whether these loot-boxes could be purchased with real money or
in-game currency.
73
This occasioned numerous complaints that
such a system was “pay-to-win.”
74
68
. See Hayden Dingman, How Loot Boxes Are Turning Full-Priced PC
Games into Pay-to-Win Games of Chance, PC WORLD (Oct. 10, 2017, 3:30 AM),
https://www.pcworld.com/article/3231668/gaming/loot-boxes-ruining-
gaming.html; Hayden Dingman, Need for Speed: Payback Review: Pouring Loot
Boxes on a Tire Fire, PC WORLD (Nov. 10, 2017, 7:26 AM),
https://www.pcworld.com/article/3236057/gaming/need-for-speed-payback-
review.html.
69
. See, e.g., AngryJoeShow, NFS: Payback Loot Boxes - Angy R4nt!,
YOUTUBE (Nov. 14, 2017), https://www.youtube.com/watch?v=wFAG2MLVjAY;
Pretty Good Gaming, Shadow of War Ending LOCKED Behind Loot Boxes or
HUGE GRIND!?, YOUTUBE (Oct. 9, 2017),
https://www.youtube.com/watch?v=el39hB8t37A.
70
. See Erik Kain, Everything You Need to Know About the ‘Star Wars:
Battlefront 2’ Beta, FORBES (Oct. 3, 2017, 11:45 AM),
https://www.forbes.com/sites/erikkain/2017/10/03/everything-you-need-to-
know-about-the-star-wars-battlefront-2-beta/#7b9617b977b7.
71
. See Star Cards and Crates Add New Progression Options, ELECTRONIC
ARTS, https://www.ea.com/games/starwars/battlefront/battlefront-2/news/star-
wars-battlefront-ii-star-cards-1 (last visited Nov. 7, 2018).
72
. See Hannah Dwan, The Loot Boxes in Star Wars Battlefront 2 Are
Changing Due to Player Feedback, THE TELEGRAPH: TECH. INTELLIGENCE (Nov.
1, 2017, 1:26 PM), https://www.telegraph.co.uk/gaming/news/loot-boxes-star-
wars-battlefront-2-changing-due-player-feedback/ (discussing the beta-version
use of loot boxes in Star Wars Battlefront 2).
73
. See Heather Alexandra, Star Wars Battlefront 2 Beta Shows EA has
Made Better Choices This Time, KOTAKU (Oct. 5, 2017, 10:00 AM),
https://www.kotaku.com.au/2017/10/the-star-wars-battlefront-ii-beta-shows-
ea-has-made-better-choices-this-time/.
74
. See, e.g., AngryJoeShow, Angry Rant WTF?! At the Loot Crates in
Battlefront 2, YOUTUBE (Oct. 8, 2017),
https://www.youtube.com/watch?v=ne4CnyNW9O4; Jim Sterling, Star Wars
Battlefront 2: A Pay-To-Win Loot Box Bollock Hole, YOUTUBE (Oct. 12, 2017),
2019] PRECIOUS AND WORTHLESS 93
EA responded two days later, suggesting they would change
the system: “As a balance goal, we’re working towards having
the most powerful items in the game only earnable via in-game
achievements” as opposed to purchasable boxes.
75
However, EA
made clear that purchases might still be retained to allow an
alternative to grinding, noting that the company “will work to
make sure the system is balanced both for players who want to
earn everything, as well as for players who are short on time and
would like to move faster in their progress towards various
rewards.”
76
The company later confirmed that “Epic Star Cards,
the highest tier of Star Cards available at launch, have been
removed from Crates.”
77
The game went pre-release live on November 9, 2017.
78
As
suspected, the loot boxes were purchasable with real money or
with in-game currency earned by grinding.
79
The meager
amount of in-game currency earned meant that consumers
would need to grind for days to restore competitive balance with
consumers who opted to purchase crates with cash.
80
Additionally, famous characters such as Darth Vader could only
be unlocked with very high amounts of credits (themselves
derived from in-game achievements or recycling duplicate star
cards).
81
EA responded to consumer outcry by removing
https://www.youtube.com/watch?v=XUfkGSbabSo (drawing numerous
comments lambasting EA for the “pay-to-win” format); TotalBiscuit, I Will Now
Talk About Lootboxes and Gambling for Just over 40 Minutes, YOUTUBE (Oct.
8, 2017), https://www.youtube.com/watch?v=YMDGPSWWA18.
75
. Thank You for Playing the Beta, ELECTRONIC ARTS,
https://www.ea.com/games/starwars/battlefront/battlefront-2/news/thank-you-
beta (last visited Nov. 25, 2018).
76
. How We’ve Updated Crates and Progression, ELECTRONIC ARTS,
https://www.ea.com/games/starwars/battlefront/battlefront-
2/news/progression-oct-2017 (last visited Nov. 7, 2018).
77
. Id.
78
. See Kain, supra note 70.
79
. See Heather Alexandra, Star Wars Battlefront 2 Lets You Pay Real
Money for Multiplayer Advantages, KOTAKU (Nov. 11, 2017, 12:00 PM),
https://www.kotaku.com.au/2017/11/star-wars-battlefront-2-lets-you-pay-real-
money-for-multiplayer-advantages/.
80
. See id. (“The loot crates add an unnecessary layer of complication, upset
the game’s balance, and exist entirely to screw you over.”).
81
. See GameSpot Staff, Star Wars Battlefront 2’s Loot Box Controversy
Explained, GAMESPOT (Nov. 22, 2017, 12:37 PM),
https://www.gamespot.com/articles/star-wars-battlefront-2s-loot-box-
94 MINN. J.L. SCI. & TECH. [Vol. 20:
microtransactions immediately before the launch of the game,
adjusting the cost of specific heroes and the rate of credit awards
for in-game achievements.
82
However, this did not remove the
game advancement designs predicated on the loot box mechanic,
it merely made it impossible to avoid grinding in order to gain
in-game currency. There remains speculation that
microtransactions in some form will return to the game.
83
Battlefront’s loot box system has occasioned serious
economic and political consequences. The game missed sales
targets, which EA attributed to the loot box controversy.
84
The
episode also sparked greater discussion of loot boxes in the game
playing community and legislative bodies.
85
Hawaii state
representative Chris Lee noted, “This game is a Star Wars-
themed online casino, designed to lure kids into spending money.
It’s a trap.”
86
3. AppleMandatory Odds Disclosure
Apple recently altered App Store requirements to ensure the
disclosure of loot box odds by game developers: “Apps offering
‘loot boxes’ or other mechanisms that provide randomized virtual
items for purchase must disclose the odds of receiving each type
controversy-expl/1100-6455155/ (stating that Darth Vader’s character cost
60,000 credits at one time).
82
. See Allegra Frank, Star Wars Battlefront 2 Update Increases Credit
Drops, with More Changes to Come, POLYGON (Dec. 4, 2017, 10:59 AM),
https://www.polygon.com/2017/12/4/16733416/star-wars-battlefront-2-loot-
boxes-credit-rewards-increased.
83
. See Paul Tassi, Seven Weeks After Launch, Battlefront 2’s
Microtransactions Remain Shelved, FORBES (Jan. 4, 2018, 9:24 AM),
https://www.forbes.com/sites/insertcoin/2018/01/04/seven-weeks-after-launch-
battlefront-2s-microtransactions-remain-shelved/#695fdbce6222 (“I don’t
believe that Battlefront 2 will stay microtransaction free forever. My guess is
that there will be some sort of cosmetics system introduced down the road,
which will either contain new loot boxes or a more traditional storefront (but
probably loot boxes).”).
84
. See Samit Sakar, Star Wars Battlefront 2 Sales Miss Targets, EA
Blames Loot Crate Controversy (Update), POLYGON (Jan. 30, 2018, 5:05 PM),
https://www.polygon.com/2018/1/30/16952396/star-wars-battlefront-2-sales-
loot-boxes-returning (“Sales of Star Wars Battlefront 2 fell short of Electronic
Arts’ expectations, and the publisher is citing the furor over the game’s
microtransactions as the primary explanation.”).
85
. See Alexandra, supra note 41.
86
. Chris Lee, Highlights of the Predatory Gaming Announcement,
YOUTUBE (Nov. 21, 2017), https://www.youtube.com/watch?v=_akwfRuL4os.
2019] PRECIOUS AND WORTHLESS 95
of item to customers prior to purchase.”
87
While a potential step
in the right direction, the App Store rule is vague enough to
allow developers to continue to hide true odds from game
players.
88
Items are typically organized into class rarity
categories like “rare,” “epic,” and “legendary.”
89
Developers may
announce overall odds in terms of those categories, e.g.,
announcing that a loot box has a 1 in 13.5 chance to contain a
“legendary” item, while keeping individual item rates a secret.
90
Thus, a user may still not know the chance of arriving at a
desired item.
91
Additionally, this rule was not applied to all
markets simultaneously, indicating that cultural norms in
markets may trump corporate concern.
92
For example, the rule
was not immediately applied to Japan.
93
4. The ESALoot Boxes are Voluntary and Not Gambling
Unsurprisingly, the Entertainment Software Association
(ESA), a trade association, has strongly opposed any suggestion
that loot boxes are a form of gambling.
94
ESA has wrongly made
this argument based on the voluntary nature of the activity,
87
. App Store Review Guidelines: 3.1.1 In-App Purchases, APPLE INC.,
https://developer.apple.com/app-store/review/guidelines/#in-app-purchase (last
updated Dec. 19, 2018).
88
. See Sam Machkovech, Apple Now Requires App Store Games with Loot
Boxes to List Odds, ARS TECHNICA (Dec. 21, 2017, 1:05 PM),
https://arstechnica.com/gaming/2017/12/apple-now-requires-app-store-games-
with-loot-boxes-to-list-odds/ (comparing Apple’s rule to similarly-phrased
Chinese rules that allowed Blizzard to use unclear descriptions in its disclosure
and “leave players in the dark”).
89
. See id.
90
. See id.
91
. Id.
92
. See Casey Baseel, Apple Still Lets Video Game Developers Keep Their
Loot Box Odds a Secret in Japan, SORANEWS24 (Dec. 22, 2017),
https://en.rocketnews24.com/2017/12/22/apple-still-lets-video-game-
developers-keep-their-loot-box-odds-a-secret-in-japan/ (finding that the lack of
change to Japan’s App Store rules could be “a reflection of the lower level of
outrage towards randomized video game content purchases in Japan”).
93
. See id.
94
. See Brian Crecente, State Rep to Video Game Industry: Regulate Loot
Boxes Before We Are Forced to Legislate, ROLLING STONE (November 27, 2017),
https://web.archive.org/web/20171128005142/http://www.rollingstone.com/glix
el/news/esrb-asked-to-address-battlefront-ii-loot-via-ratings-w512718
(discussing Hawaii state representatives’ proposed solution for squashing the
dangers of encouraging children to gamble).
96 MINN. J.L. SCI. & TECH. [Vol. 20:
rather than the relative value of resulting items.
95
The ESA
stated:
Loot boxes are a voluntary feature in certain video games that provide
players with another way to obtain virtual items that can be used to
enhance their in-game experiences. They are not gambling. Depending
on the game design, some loot boxes are earned and others can be
purchased. In some games, they have elements that help a player
progress through the video game. In others, they are optional features
and are not required to progress or succeed in the game. In both cases,
the gamer makes the decision.
96
The ESA’s approach is odd as gambling definitions do not
typically revolve around volitionit is assumed that bets do not
place themselves and that a viewer can watch a race without
placing a wager.
97
5. ESRBLoot Boxes are Not Gambling Due to Assured
Receipt of Items
The domestic game rating organization, Entertainment
Software Rating Board (ESRB), has similarly commented that
loot boxes are not considered to be gambling.
98
However, the
ESRB appears to base this conclusion not on the voluntary
nature of the activity but rather on the guaranteed payout.
99
According to an ESRB spokesperson,
ESRB does not consider loot boxes to be gambling. While there’s an
element of chance in these mechanics, the player is always guaranteed
to receive in-game content (even if the player unfortunately receives
something they don’t want). We think of it as a similar principle to
collectible card games: Sometimes you’ll open a pack and get a brand
new holographic card you’ve had your eye on for a while. But other
times you’ll end up with a pack of cards you already have.
100
95
. Id.
96
. Id.
97
. Id.
98
. Jason Schreier, ESRB Says It Doesn’t See ‘Loot Boxes’ As Gambling,
KOTAKU (Oct. 11, 2017, 12:46 PM), https://kotaku.com/esrb-says-it-doesnt-see-
loot-boxes-as-gambling-1819363091 (finding that “‘Real Gambling’ is any sort
of wagering involving real cash, while ‘Simulated Gambling’ means that the
‘player can gamble without betting or wagering real cash or currency’”).
99
. Id.
100
. Id.
2019] PRECIOUS AND WORTHLESS 97
Commentators have criticized this position, correctly
pointing out that the search for a desired item constitutes the
win/fail state commonly encountered in traditional gambling.
101
II. STATE ACTOR RESPONSE
The proposed responses by state actors have focused on two
tracks: banning the sale of games with loot boxes to minors,
102
and increasing transparency through the labeling and disclosure
of odds within games containing loot box mechanics.
103
Actors
have differed as to how to effectuate these reforms. Some
attempt to directly regulate the activity through legislation,
104
some appeal to domestic game rating organizations to enforce
age-appropriate rating standards,
105
while others have referred
the matter to domestic gaming commissions.
106
The last approach is unlikely to succeed, as it can be difficult
to squarely conceive of loot boxes as gambling under existing
statutes.
107
Moreover, the classification of loot boxes as
gambling, through private suit or gaming commissions, seems
an unlikely outcome based on existing case lawbaseball cards
101
. Erik Kain, The ESRB is Wrong About Loot Boxes and Gambling,
FORBES (Oct. 12, 2017, 7:00 AM),
https://www.forbes.com/sites/erikkain/2017/10/12/the-esrb-is-wrong-about-loot-
boxes-and-gambling/#579cdb122a64 (finding that “unlike a slot machine, a loot
box will always result in some form of a prize, that doesn’t change the fact that
the simple act of opening loot boxes is incredibly similar to gambling, and taps
into all the same parts of the brain”).
102
. See H.R. 2686, 2018 Leg., 29th Sess. (HI 2018); S. 3024, 2018 Leg., 29th
Sess. (HI 2018) (proposing to ban the sale of loot box content games to any
customer under the age of 21). However, outright bans of video game mechanics
are troubling, as video games are often the focus of public hysteria.
103
. See H.B. 2727, 29th Leg., Reg. Sess. (Haw. 2018); S.B 3025, 29th Leg.,
Reg. Sess. (Haw. 2018) (seeking to establish firm labeling and disclosure
requirements for games with loot box content).
104
. See S.B. 3025, 29th Leg., Reg. Sess. § II(A) (Haw. 2018) (discussing
proposed state legislation to ban the sale of games with loot boxes to minors and
increasing transparency though the labeling and disclosure of odds within
games).
105
. See S.B. 3025, 29th Leg., Reg. Sess. § II (B) (finding that U.S. Senators
are discussing their concern with loot box mechanics to the ESRB in hopes that
their discussion may encourage additional industry response).
106
. See S.B. 3025, 29th Leg., Reg. Sess. § II (EF) (finding that Belgium,
Germany and New Zealand have deferred to their gambling regulation agency
to decide whether loot boxes are a form of gambling).
107
. Id.
98 MINN. J.L. SCI. & TECH. [Vol. 20:
and collectible card games, such as Pokémon,
108
have attracted
similar gambling lawsuits and investigations to no avail.
109
The
difficulty arises from the notion of value.
110
That is, if items are
treated as having value, then the fact that the user receives a
valuable (if undesired) item helps guard against charges of
gambling injury.
111
Courts have found that in light of the fact that “trading card
packs and display boxes typically state the odds of receiving in a
given pack an insert card from any of the various insert sets”
and that “[a]lmost every card manufacturer also includes a
disclaimer which states that the advertised odds are an average
for the entire production run and are not guaranteed within an
individual pack or box,” the consumer was entering into an
informed bargain.
112
It is true that rare insert cards have a
higher resale value, and users may purchase card packs in
search of valuable cards.
113
That the consumer receives at least
some value in the form of the more common cards, however,
prevents a clear finding of gambling injury:
Purchasers of trading cards do not suffer [a gambling injury] when they
do not receive an insert card. At the time the plaintiffs purchased the
package of cards, which is the time the value of the package should be
determined, they received valueeight or ten cards, one of which
might be an insert cardfor what they paid as a purchase price. Their
disappointment upon not finding an insert card in the package is not
an injury to property.
114
108
. See David Halbfinger, Suit Claims Pokemon Is Lottery, Not Just Fad,
NEW YORK TIMES (Sept. 24, 1999),
http://www.nytimes.com/1999/09/24/nyregion/suit-claims-pokemon-is-lottery-
not-just-fad.html (discussing a class action made up of concerned mothers and
fathers alleging that Pokemon constituted a form of illegal gambling).
109
. See Chaset v. Fleer/Skybox Int’l, LP, 300 F.3d 1083, 1086 (9th Cir.
2002); Price v. Pinnacle Brands, Inc., 138 F.3d 602, 607 (5th Cir. 1998) (per
curiam); Dumas v. Major League Baseball Props., Inc., 104 F. Supp. 2d 1220,
1223 (S.D. Cal. 2000); see also Rodriguez v. Topps Co., 104 F. Supp. 2d 1224,
1227 (S.D. Cal. 2000); Schwartz v. Upper Deck Co., 104 F. Supp. 2d 1228, 1230
31 (S.D. Cal. 2000).
110
. See Halbfinger, supra note 108.
111
. Id.
112
. Chaset, 300 F.3d at 1086 (holding that purchasers of trading cards do
not suffer an injury cognizable under RICO when they do not receive an insert
card).
113
. Id. at 1087.
114
. Id.
2019] PRECIOUS AND WORTHLESS 99
Nor would loot boxes qualify as gambling if one considers
the virtual items to be worthless.
115
Indeed, virtual items that
are tied to user accounts and not tradable in an aftermarket may
be considered to have no tangible exchange price.
116
If items are
treated as having no value, then the entire operation lacks a
“prize” and is not gaming.
117
Numerous courts considering
virtual casinos, with chips that cannot be traded for value, have
found that the action is not licensable gambling.
118
A review of current approaches provides a helpful overview
of the variety of goals and means employed by state actors.
A. U.S. STATE LEGISLATION
1. HawaiiProposes Banning Sales to Minors and Requiring
Odds and Content Labeling
The Hawaii legislature spearheaded the movement against
the current loot box regime. State Representative Chris Lee led
the effort: “I grew up playing games my whole life. I’ve watched
firsthand the evolution of the industry from one that seeks to
create new things to one that’s begun to exploit people, especially
children, to maximize profit.”
119
A total of four bills have been
115
. See Mason v. Mach. Zone, Inc., 851 F.3d 315, 319 (4th Cir. 2017)
(holding that when there is no money at stake while virtually gambling,
individuals do not “lose” money as required under the state’s Loss Recovery
Statute).
116
. Id. (finding that virtual gold and virtual chips are not sold on the
secondary market and, therefore, not equivalent to money).
117
. See Soto v. Sky Union, LLC, 159 F. Supp. 3d 871, 880 (N.D. Ill. 2016)
(holding that because the alleged prize of Talents was not exchangeable for real
money or other goods within the game, the alleged game was not a gambling
game under California law).
118
. See Mason v. Mach. Zone, Inc., 140 F. Supp. 3d 457 (D. Md. 2015), aff’d,
851 F.3d 315 (4th Cir. 2017); Soto, 159 F. Supp. 3d at 871; Phillips v. Double
Down Interactive, LLC, 173 F. Supp. 3d 731 (N.D. Ill. 2016); Desirée Martinelli,
Skin Gambling: Have We Found the Millennial Goldmine or Imminent Trouble?,
21 GAMING L. REV. 557, 564 (2017) (arguing that skin gambling does not have
any tangible worth and is therefore legal). But cf. Kater v. Churchill Downs,
Inc., 886 F.3d 784, 787 (9th Cir. 2018) (holding that virtual chips used, among
other purposes, to play games in a virtual casino had tangible worth under
Washington law).
119
. Michael Brestovansky, Bills target video games with rewards for a
price, HAWAII TRIBUNE-HERALD, (Feb. 12, 2018, 12:05 AM),
http://www.hawaiitribune-herald.com/2018/02/12/hawaii-news/bills-target-
video-games-with-rewards-for-a-price/.
100 MINN. J.L. SCI. & TECH. [Vol. 20:
introduced in the Hawaii legislature to address the proper sale
and labeling requirements of games involving loot boxes.
120
House Bill 2686 and Senate Bill 3024 aim to ban the sale of such
games to any customer under the age of 21.
121
Both bills note
that the “predatory mechanisms . . . known as a loot boxes, can
present the same psychological, addictive, and financial risks as
gambling.”
122
Accordingly,
[i]t shall be unlawful for any retailer to sell to any person under twenty-
one years of age a video game that contains a system of further
purchasing that includes:
(1) A randomized reward; or
(2) A virtual item that can be redeemed to directly or indirectly receive
a randomized reward.
123
A complimentary set of bills, House Bill 2727 and Senate
Bill 3025, seek to establish firm labeling and disclosure
requirements for games with loot box content.
124
The underlying
logic of the bills is that loot box games are functioning as casinos,
yet they do not follow the odds disclosure requirements of
gaming houses.
125
Moreover, the sophistication of loot-box odds
adjustment poses an insidious threat:
Unlike at casinos, there is rarely disclosure of the odds of winning
items of value in loot boxes or in-game gambling-like mechanisms.
There are no gaming commissions to ensure players are being treated
fairly and not exploited by gambling-like mechanisms which do not pay
out as advertised. Game publishers have already begun to develop
algorithms which are far more exploitive than casino games because
they can now change the odds of winning valuable items in real time
based on a player’s reactions and likelihood of continued spending, an
120
. Id.
121
. See H.B. 2727, 29th Leg., Reg. Sess. (Haw. 2018); S.B 3025, 29th Leg.,
Reg. Sess. (Haw. 2018)
122
. H.B. 2686, 29th Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/HB2686_.pdf; accord S.B.
3024, 29th Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/SB3024_SD1_.PDF.
123
. S.B. 3024, 29th Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/SB3024_SD1_.PDF.
124
. See H.B. 2727, 29th Leg., Reg. Sess. (Haw. 2018); S.B 3025, 29th Leg.,
Reg. Sess. (Haw. 2018).
125
. This essay argues that a more comfortable analogy would be to baseball
cards, which typically disclose odds.
2019] PRECIOUS AND WORTHLESS 101
ability which has already been included in multiple patent
applications.
126
Accordingly, the bills require all loot box games to contain a
label “Warning: contains in-game purchases and gambling-like
mechanisms which may be harmful or addictive” and
prominently disclose and publish to the consumer the probability rates
of receiving each type of randomized reward or rewards at the time of
purchase and at the time any mechanism to receive a randomized
reward or rewards is activated so as to meaningfully inform the
consumer’s decision prior to the purchase or activation of any
mechanism to receive a randomized reward or rewards.
127
2. WashingtonProposes Referral to the State Gaming
Commission
Democratic members in Washington have introduced
Senate Bill 6266 in an effort to curb loot boxes.
128
The bill
provides that:
(1) The use of loot boxes and similar types of mechanisms that provide
randomized virtual items in online games or apps has raised a number
of serious problems and concerns, including:
(a) Whether games and apps containing these mechanisms are
considered gambling under Washington law;
(b) Whether these mechanisms belong in games and apps;
(c) Whether minors and other young people, who may be more
vulnerable to gambling addiction, should have access to games and
apps with these mechanisms; and (d) the lack of disclosure and
transparency with respect to the odds of receiving each type of virtual
item.
129
Accordingly, the bill directs the Washington Gaming
Commission to investigate the matter.
130
126
. H.B. 2686, 29th Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/HB2686_.pdf; H.B. 2727, 29th
Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/HB2727_.pdf; S.B. 3025, 29th
Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/SB3025_.PDF.
127
. H.B. 2727, 29th Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/HB2727_.pdf; S.B. 3025, 29th
Leg., Reg. Sess. (Haw. 2018),
https://www.capitol.hawaii.gov/session2018/bills/SB3025_.PDF.
128
. See S.B. 6266, 65th Leg., Reg. Sess. (Wash. 2018),
http://lawfilesext.leg.wa.gov/biennium/2017-
18/Pdf/Bills/Senate%20Bills/6266.pdf.
129
. Id.
130
. Id.
102 MINN. J.L. SCI. & TECH. [Vol. 20:
The bill has not been enacted, but the Washington Gaming
Commission has previously intimated action against game hosts
for facilitating gambling.
131
In 2016, the Commission sent a
threat letter to Valve, the company running the popular game
site Steam, warning that skin gambling in Counter Strike, and
other games, violated gaming laws.
132
Valve responded
aggressively that such deals did not violate any specific gaming
law.
133
B. U.S. FEDERAL GOVERNMENTLIMITED APPEAL TO ESRB
U.S. Senator Maggie Hassan authored a letter to the ESRB
asking it “to review the completeness of the board’s ratings
process and policies as they relate to loot boxes, and to take into
account the potential harm these types of micro-transactions
may have on children” and “to examine whether the design and
marketing approach to loot boxes in games geared toward
children is being conducted in an ethical and transparent way
that adequately protects the developing minds of young children
from predatory practices.”
134
Senator Hassan has not introduced any specific litigation to
address this issue. However, her highlighting of the issue to the
ESRB, which recently reiterated that loot boxes are not
gambling, may encourage additional industry response. Thus
far, the ESRB replied only that
[a]s the industry evolves, so does our rating system, and we will
continue to make enhancements to ensure parents continue to be well-
informed. We will also continue to provide information about
additional tools, including parental control guides, that help parents
131
. See Kyle Orland, The Legislative Fight over Loot Boxes Expands to
Washington State, ARS TECHNICA (Jan. 25, 2018, 10:05 AM),
https://arstechnica.com/gaming/2018/01/the-legislative-fight-over-loot-boxes-
expands-to-washington-state/.
132
. See Kyle Orland, Valve Refuses Government Request to Cut Off Steam
Skin Trading, ARS TECHNICA (Oct. 19, 2016, 10:44 AM),
https://arstechnica.com/gaming/2016/10/valve-pushes-back-against-
government-threats-over-steam-skin-gambling/.
133
. See Robert Grosso, Valve to Respond to Washington Gambling
Commission After Given Deadline, TECHRAPTOR (Oct. 17, 2016, 7:09 PM),
https://techraptor.net/content/valve-respond-washington-gambling-
commission-given-deadline.
134
. See Cecilia D’Anastasio, U.S. Senator Asks ESRB to Re-Examine Loot
Boxes, KOTAKU (Feb. 15, 2018, 5:20 PM), https://kotaku.com/u-s-senator-asks-
esrb-to-re-examine-loot-boxes-1823049616.
2019] PRECIOUS AND WORTHLESS 103
set spending and time limits and block potentially inappropriate games
based on the ESRB-assigned age rating.
135
C. CHINAMANDATED ODDS PUBLISHING
China has passed legislation requiring, as of May 2017, the
mandatory disclosure of loot box odds:
.6 . . . Online game publishers shall promptly publicly announce
information about the name, property, content, quantity, and
draw/forge probability of all virtual items and services that can be
drawn/forge on the official website or a dedicated draw probability
webpage of the game. The information on draw probability shall be true
and effective.
.7 Online game publishers shall publicly announce the random draw
results by customers on notable places of official website or in game,
and keep record for government inquiry. The record must be kept for
more than 90 days. When publishing the random draw results, some
measures should be taken place to protect user privacy.
136
D. JAPANBAN OF MULTI-LAYERED LOOT BOXES
Loot box games or “gacha” are extremely popular in Japan.
Japan has adopted a narrow law that outlaws “kompu gacha” in
which players must attain a wide set of random items
137
in order
to gain a “grand prize,” but other gacha mechanics have been
undisturbed.
138
Kompu gacha ran afoul of Japanese lawmakers
as the practice is targeted at children and “significantly
135
. Senator Maggie Hassan, Sen. Hassan Presses FTC Nominees on
Student Loan Scams, Predatory Video Game “Loot Boxes”, YOUTUBE, (Feb. 14,
2018), https://www.youtube.com/watch?v=sc9VCJpm7qo; see also Games News,
U.S. Senator Calls on ESRB to Mark Loot Box Games, Claims They Cause
Addiction in Children, ALTCHAR (Feb. 15, 2018, 2:27 PM),
https://www.altchar.com/games-news/558809/us-senator-calls-on-esrb-to-
mark-loot-box-games-claims-they-cause-addiction-in-children; Andy Chalk, US
Senator Calls on ESRB to Take Action on Loot Boxes, Suggests FTC Could Get
Involved, PCGAMER (Feb. 14, 2018), https://www.pcgamer.com/us-senator-calls-
on-esrb-to-take-action-on-loot-boxes-suggests-ftc-could-get-involved/.
136
. See Andy Chalk, Chinese Law Will Force Game Makers to Reveal Loot
Box Drop Rates, PC GAMER (Dec. 8, 2016), https://www.pcgamer.com/chinese-
law-will-force-game-makers-to-reveal-loot-box-drop-rates/.
137
. Thereby increasing the number of loot box draws required to gain the
prize.
138
. See Kathleen De Vere, Japan Officially Declares Lucractive Kompu
Gacha Practice Illegal in Social Games, ADWEEK (May 18, 2012)
http://www.adweek.com/digital/japan-officially-declares-lucractive-kompu-
gacha-practice-illegal-in-social-games/.
104 MINN. J.L. SCI. & TECH. [Vol. 20:
increase[s] the passion for gambling.”
139
For example, “[i]n one
case, a boy in middle school racked up more than $5,000 (400,000
yen) in charges in a single month. Another boy in elementary
school was able to make $1,500 (120,000 yen) in purchases in
just three days.”
140
E. BELGIUM AND GERMANYFALSE BANS AND REGULATORY
REFERRALS
In November 2017, several game-focused websites reported
that Belgium’s Gaming Commission had concluded loot boxes
constituted a form of gambling.
141
This was revealed to be
false.
142
While Belgium’s Justice Minister, Koen Geens, had
expressed a desire to classify loot boxes as gambling, no official
action was attendant to that comment.
143
The Commission
authored an informative note on the matter, but no final decision
has been taken.
144
A similar drama played out in Germany, where the USK
(Unterhaltungssoftware Selbstkontrolle or Voluntary
Monitoring Organization of Entertainment Software) was
reported to be considering a ban of loot boxes; the USK then
clarified that they “are actually examining regulations of online
advertising and purchasing as a whole” but are not formally
considering a ban.
145
139
. See id.
140
. Kathleen De Vere, How Japan’s Social Game Regulations Will Impact
GREE, DeNA and the U.S., ADWEEK (May 8, 2012)
http://www.adweek.com/digital/how-japans-social-game-regulations-will-
impact-gree-dena-and-the-u-s/?red=im.
141
. See Adeline Louvigny, No, Belgium Did Not Qualify Battlefront II Loot
Boxes as a Game of Chance, INFO (Nov. 22, 2017, 11:02 AM),
https://translate.google.com/translate?sl=fr&tl=en&js=y&prev=_t&hl=en&ie=
UTF-8&u=https%3A%2F%2Fwww.rtbf.be%2Finfo%2Fmedias%2Fdetail_non-
la-belgique-n-a-pas-qualifie-star-wars-battlefront-ii-de-jeu-de-
hasard%3Fid%3D9769751&edit-text=.
142
. See id.
143
. See Andy Chalk, Belgium’s Justice Minister Calls for Loot Box Ban in
Europe (Updated), PCGAMER (Nov. 22, 2017),
https://www.pcgamer.com/belgium-says-loot-boxes-are-gambling-wants-them-
banned-in-europe/.
144
. See id.
145
. See Andy Chalk, Germany May Ban Loot Boxes (Updated), PCGAMER
(Feb. 6, 2018), https://www.pcgamer.com/germany-may-ban-loot-boxes/.
2019] PRECIOUS AND WORTHLESS 105
F. NEW ZEALANDREGULATOR COMMENT DENIES GAMBLING
CONNECTION
New Zealand’s gambling regulation agency, the Gambling
Compliance office of its Department of Internal Affairs, noted
that loot boxes do not meet the definition for gambling and are
rather a game enhancement.
146
The Department of Internal
Affairs said,
There are many games which enable the user to purchase additional
items to enhance the gaming experience. Loot boxes are a variation on
this theme. Gamers do not purchase loot boxes seeking to win money
or something that can be converted into money. They buy loot boxes so
that they can use their contents within the game and thereby have a
better gaming experience.
While the payment of money for a loot box with the contents of which
are determined by chance may appear to be gambling, the Department
is of the view that loot boxes do not meet the legal definition of
gambling. The Department therefore has no ability to regulate this
activity under the Gambling Act 2003.
147
G. AUSTRALIACONTRADICTORY REGULATOR COMMENTS
Jarrod Wolfe, a strategic analyst in the Victorian regulators
compliance division, noted that loot boxes “constitute gambling
by the definition of the Victorian Legislation.”
148
However, the
overseas nature of these services may render them outside the
jurisdiction of Australian regulators.
149
Wolfe proposes that “[i]f
these companies want to include significant elements of
gambling in their products then perhaps we should work with
146
. Katherine Cross, New Zealand Says Lootboxes ‘Do Not Meet the Legal
Definition for Gambling’, GAMASUTRA (Dec. 11, 2017),
https://www.gamasutra.com/view/news/311463/New_Zealand_says_lootboxes_
do_not_meet_the_legal_definition_for_gambling.php.
147
. E-mail from Trish Millward, Manager Licensing Compliance
Regulatory Services, The Dep’t of Int’l Affairs Te Tari Taiwhenua, to Katherine
Cross, Gamasutra (Dec. 11, 2017) (on file with recipient). A reproduction of the
e-mail is available at supra note 146,
https://www.gamasutra.com/view/news/311463/New_Zealand_says_lootboxes_
do_not_meet_the_legal_definition_for_gambling.php.
148
. Alex Walker, Victoria’s Gambling Regulator: Loot Boxes ‘Constitute
Gambling,’ KOTAKU (Nov. 22, 2017, 4:00 PM) (quoting Jarrod Wolfe),
https://www.kotaku.com.au/2017/11/victorias-gambling-regulator-loot-boxes-
constitute-gambling/.
149
. See id.
106 MINN. J.L. SCI. & TECH. [Vol. 20:
‘The Australian Classification Board’ to ensure than any product
that does that and monetises it gets an immediate R rating.”
150
However, Robert Grimmond, a regulator of legalized
gambling in Queensland, contradicts this position.
151
Though
cautioning that he was “not in a position to definitively advise
whether ‘loot boxes’ or similar video game features would
constitute ‘gambling,’” Grimmond “confirm[ed] that video
gaming which provides for ‘loot boxes’ would not fall within the
meaning of a gaming machine as defined under the Gaming
Machine Act.
152
H. UKDEPENDS ON EXISTENCE OF AFTERSALE MARKET
In response to a public petition, the Gambling Commission
of the United Kingdom has taken a bifurcated approach to loot
boxes and gambling.
153
The Commission’s approach turns on
whether there is a clear aftermarket for loot; if no such market
exists, the items will be considered worthless and would not
implicate gambling, whereas the presence of an aftermarket
would likely result in a finding of licensable gambling.
154
However, [t]he government recognises the risks that come from
increasing convergence between gambling and video games. The
150
. Id; see generally Marcus Carter, ‘Loot Boxes’ and Pay-To-Win Features
in Games Look a Lot Like Gambling, AUSTRALIAN BROADCASTING CORP. (Nov.
28, 2017, 3:33 AM), http://www.abc.net.au/news/2017-11-28/pay-to-win-
gaming-features-look-like-gambling/9201386 (discussing the potentially
significant problem surrounding loot boxes as well as possible solutions).
151
. See Alex Walker, Queensland’s Gambling Regulator Doesn’t Think Loot
Boxes Are Gambling, KOTAKU (Nov. 23, 2017, 11:00 AM),
https://www.kotaku.com.au/2017/11/queenslands-gambling-regulator-doesnt-
think-loot-boxes-are-gambling/.
152
. Id.
153
. See Adapt Gambling Laws to Include Gambling in Video Games Which
Targets Children, U.K. GOVT AND PARLIAMENT,
https://petition.parliament.uk/petitions/201300?reveal_response=yes#response
-threshold
154
. See id. (“Where the facility exists for players of video games to purchase
a key to unlock a bundle containing an unknown quantity and value of in-game
items as a prize, and where there are readily accessible opportunities to cash in
or exchange those awarded in-game items for money or money’s worth, then
these elements of the game are likely to be considered licensable gambling
activities. In contrast, where prizes are restricted for use solely within the
game, such in-game features would not be licensable gambling. The Gambling
Commission is committed to working with the video game industry to prevent
gambling-related harm related to their platforms.”).
2019] PRECIOUS AND WORTHLESS 107
Gambling Commission is keeping this matter under review and
will continue to monitor developments in the market.”
155
III. PROPOSAL: TRANSPARENCY THROUGH GRANULAR
ODDS DISCLOSURE AND RATING LABELING
Increasing transparency offers the greatest opportunity to
address the loot box issue without curtailing consumer’s rights
or inviting overregulation of videogames. This essay proposes a
two-prong solution. First, developers should be required to
publish granular odds for all loot box items. Second, the federal
regulator should require that the ESRB label loot box games as
Mature.
A. PRONG 1: ODDS FOR ALL ITEMS OFFERED
Defenders of loot boxes often analogize the practice to
baseball cards and collectible card games.
156
However, the
analogy ignores the fact that tangible card manufacturers
routinely report the odds of rare finds.
157
These odds were of
course constrained by the fact that the probability of finding
particular categories of cards was stated in terms of the entire
run: the packs with those cards may have already been opened
by the time the consumer purchased his or her own pack.
158
For
this reason, “advertised odds are an average for the entire
production run and are not guaranteed within an individual
pack or box.
159
Loot box designers have no such constraints.
Moreover, game designers may easily shift odds in ways
that are simply unavailable to mass scale printers. As
demonstrated by the Activision patent, game designers may
manipulate the consumer with detailed adjustments to rewards,
155
. Id. See generally Vic Hood, The Big Interview: The Gambling
Commission on Loot Boxes, EUROGAMER (Dec. 14, 2017),
http://www.eurogamer.net/articles/2017-12-14-the-big-interview-the-gambling-
commission-on-loot-boxes (discussing the debate surrounding loot boxes in the
United Kingdom).
156
. See Schreier, supra note 98; See also Tyler Wilde, Loot Boxes are Bad,
but New Legislation Could be Worse, PCGAMER (Nov. 28, 2017),
https://www.pcgamer.com/loot-boxes-are-bad-but-new-legislation-could-be-
worse/ (analogizing loot boxes to collectible cards).
157
. See Chaset v. Fleer/Skybox Int’l, LP, 300 F.3d 1083, 1086 (9th Cir.
2002).
158
. See id.
159
. Id.
108 MINN. J.L. SCI. & TECH. [Vol. 20:
multiplayer matches, and group acclaim.
160
Accordingly, federal
law should require designers to disclose odds for each loot box
item and empower auditors to check code to ensure those odds
are followed.
161
Such a requirement would mirror state laws that
require “[i]f more than one prize is offered, the odds shall be
separately stated for each prize.”
162
This approach is similar to
what Hawaii is pursuing in House Bill 2727 and Senate Bill
3025.
163
B. PRONG 2: PRESSURE ESRB TO LABEL LOOT BOX CONTENT AS
MATURE
The ESRB was formed to prevent federal review of violent
content in video games. Current “Mature” rated games are
described as “[c]ontent [that] is generally suitable for ages 17
and up. May contain intense violence, blood and gore, sexual
content and/or strong language.
164
The ESRB should expand
this category to include games with loot box mechanics.
The inclusion of loot boxes need not dilute the meaning of
the “M” rating because game ratings are accompanied by content
descriptors, noting the primary reasons for the rating.
165
While
the ESRB does have gambling related descriptorse.g.,
“Simulated Gambling - Player can gamble without betting or
wagering real cash or currency” and “Real Gambling - Player can
gamble, including betting or wagering real cash or currency”—
these are typically applied to Casino games, not games including
loot box mechanics.
166
The ESRB should incorporate a “Loot Box”
160
. See U.S. Patent No. 9,789,406, supra note 57.
161
. As the games at issue are delivered over the Internet, jurisdiction is
assumed. Moreover, the change to any one state’s gaming law to target this
issue would likely force national change due to the interconnected markets. If a
state such as California changed its laws, game makers would treat the
regulatory scheme as national. Because there would be little functional
difference between these approaches, this essay assumes a federal approach.
162
. CAL. BUS. & PROF. CODE § 17539.5. See also KAN. CONST. art. 15, § 3c
(“The state shall whenever possible provide the public information on the odds
of winning a prize or prizes in a lottery game.”).
163
. See H.B. 2727, 29th Leg., Reg. Sess. (Haw. 2018); S.B. 3025, 29th Leg.,
Reg. Sess. (Haw. 2018).
164
. ESRB Ratings Guide, ENTERTAINMENT SOFTWARE RATING BOARD,
https://www.esrb.org/ratings/ratings_guide.aspx.
165
. See id.
166
. Id.
2019] PRECIOUS AND WORTHLESS 109
descriptor “Loot Box Player can use real cash or currency to
acquire random in-game items, features, or attributes.”
Though the ESRB is a not a regulatory agency, regulatory
pressure will lead to predictable results. Should the ESRB feel
that federal intervention was likely against loot box content on
the grounds, not that the practice constituted gambling, but that
it helped facilitate poor impulse control and addictive behavior
in children, the ESRB would likely label loot box games as
Mature.
167
Such labeling would allow retailers, parents, and end
users to determine their approach to games containing a loot box
mechanic.
168
This approach would respect and facilitate
informed consumer choice.
169
C. ADVANTAGES OF PROPOSAL
1. Increasing Consumer Information
The transparency approach outlined above would provide
users with information as to what games contain loot box
mechanics and information as to the odds attendant to those
mechanics. Increasing consumer information has been the
regulatory drumbeat for nearly fifty years across a variety of
products related to a wide field of practices.
170
As astute game
reviewers have noted, the hidden nature of microtransactions
and loot box odds currently prevents consumers from deciding
167
. See generally About ESRB, ENTERTAINMENT SOFTWARE RATING
BOARD, http://www.esrb.org/about/ (“[ESRB’s mission is] [t]o empower
consumers, especially parents, with guidance that allows them to make
informed decisions about the age-appropriateness and suitability of video
games and apps while holding the video game industry accountable for
responsible marketing practices.”).
168
. See id.
169
. See id.
170
. See, e.g., Be an Informed Consumer, NATL CTR. FOR COMPLEMENTARY
AND INTEGRATIVE HEALTH, https://nccih.nih.gov/health/decisions (urging
individuals to be informed consumers); John F. Kennedy, 35th President of the
U.S., Special Message to the Congress on Protecting the Consumer Interest
(Mar. 15, 1962) (recognizing the right to be informed); The Lisbon Treaty art.
169, Dec. 13, 2007, 51 O.J. C 115 (“In order to promote the interests of
consumers and to ensure a high level of consumer protection, the Union shall
contribute to protecting the health, safety and economic interests of consumers,
as well as to promoting their right to information, education and to organise
themselves in order to safeguard their interests.”).
110 MINN. J.L. SCI. & TECH. [Vol. 20:
whether a game is, in fact, a good deal.
171
The benefits of
informed consumers may lead to better reasoned purchases,
avoidance of “unfair” loot box games, and market competition
between loot box designers.
172
2. Educational Opportunity
The educational aspects of game playing are well
documented and adding greater probability transparency to
games may present a boon for mathematics education.
173
Numerous educators and psychologists have remarked on
harnessing children’s natural attraction to gambling as a means
to teach probability and critical thinking skills.
174
For example,
the Cambridge Health Alliance hosts a curriculum focused on
gambling called “Facing the Odds: The Mathematics of
Gambling and Other Risks.”
175
The greater publication of odds
may help spark gamer interest in the subject while
simultaneously dispelling some of the risk-taking fallacies that
encourage pathological gambling.
171
. See Trevor Ruben, Why Microtransaction and Loot Boxes Are
Destroying Games, ROLLING STONE (Oct. 13, 2017),
https://www.rollingstone.com/glixel/features/theres-no-such-thing-as-a-good-
loot-box-or-microtransaction-w508742 (“Microtransactions hurt the entire
industry by bending to breakage the one thing that every market needs: honest,
comparative judgment between products.”).
172
. See id.
173
. See Andrew Moshirnia &Maya Israel, The Educational Efficacy of
Distinct Information Delivery Systems in Modified Video Games, 21 J. OF
INTERACTIVE LEARNING RES. 383 (2010) (discussing the educational efficacy of
video games).
174
. See, e.g., Jill Cueni-Cohen, Students Learn Math, and Life, Lessons
Through Gambling, PITTSBURGH POST GAZETTE (Apr. 17, 2014, 6:13 AM),
http://www.post-gazette.com/local/north/2014/04/17/Students-learn-math-and-
life-lessons-through-gambling/stories/201404170029; Amy Cowen, Probability
and Playing Cards: Hands-on Family Math, SCIENCE BUDDIES (Sept. 27, 2013,
6:00 AM), https://www.sciencebuddies.org/blog/probability-and-playing-cards-
hands-on-family-math; Ed Feng, How to Get Your Child to Love Math, MEDIUM
(July 28, 2016), https://medium.com/age-of-awareness/how-to-get-your-child-to-
love-math-e1f44048dbd1 (“Blackjack was the best math tool.”)
175
. See Division on Addiction, Facing the Odds: The Mathematics of
Gambling and Other Risks, CAMBRIDGE HEALTH ALLIANCE,
http://www.divisiononaddiction.org/curr/facing_the_odds.htm.
2019] PRECIOUS AND WORTHLESS 111
3. Avoiding an Outright Ban
The proposal also avoids an outright ban of the loot box
mechanic in any game sold to minors. A ban would likely harm
developers and also deny access to those users who enjoy the
occasional sampling of this mechanic. More importantly,
eschewing a prohibition approach is vital in the case of video
games, which serve as a boogeyman for any number of social ills
and a convenient political target.
176
A gambling-focused ban could open the floodgates for
overregulation of video game content. Indeed, a total ban is the
archetypical response of uninformed regulators.
177
For example,
video games are routinely blamed for school shootings.
178
Politicians singled out video games as the likely cause for school
shootings in Stoneman Douglas,
179
Sandy Hook,
180
and Virginia
Tech
181
amongst others, arguably as a means to avoid discussion
of gun control.
182
The consequence of this displacement is a rash
176
. See Adam Rosenberg, Gaming’s Loot Box Controversy Just Took a
Dangerous New Turn, MASHABLE (Nov. 22, 2017, 10:41 PM),
https://mashable.com/2017/11/22/ea-star-wars-battlefront-loot-box-
gambling/#UD0ZdJ0oFiqg (arguing that legislation could trigger a rush for
greater censorship in gaming).
177
. Id.
178
. Jesse Singal, Psychologists: Stop Blaming Mass Shootings on Video
Games, THE CUT (May 12, 2017),
https://www.thecut.com/2017/05/psychologists-stop-blaming-mass-shootings-
on-video-games.html.
179
. Stefanie Fogel, Kentucky Governor Blames Video Games for Florida
School Shooting, MSN (Feb. 15, 2018) https://www.msn.com/en-
us/news/us/kentucky-governor-blames-video-games-for-florida-school-
shooting/ar-BBJc6G2; Erik Kain, Trump Blames Violent Video Games For
School Shootings—Here’s Why He’s Wrong, FORBES (Feb. 22, 2018, 2:51 PM),
https://www.forbes.com/sites/erikkain/2018/02/22/trump-blames-violent-video-
games-for-school-shootings-heres-why-hes-wrong/#775495cd67f3.
180
. Christopher J. Ferguson, Sandy Hook Shooting: Video Games Blamed,
Again, TIME (Dec. 20, 2012), http://ideas.time.com/2012/12/20/sandy-hook-
shooting-video-games-blamed-again/.
181
. Winda Benedetti, Were video games to blame for the massacre,
NBCNEWS (Apr. 20, 2007, 10:05 PM),
http://www.nbcnews.com/id/18220228/ns/technology_and_science-
games/t/were-video-games-blame-massacre/.
182
. Ben Kuchera, I can’t believe we’re still blaming video games in 2018,
POLYGON (Feb. 20, 2018, 2:22 PM),
https://www.polygon.com/2018/2/20/17031864/gun-violence-video-games. This
phenomenon is not limited to the United States. Officials in Germany recently
blamed a shooting rampage on video games; see also, Souad Mekhennet, Griff
112 MINN. J.L. SCI. & TECH. [Vol. 20:
of legislation as the state and federal level aimed at banning
violence in video games able to be purchased by minors.
183
While
such legislation has been ruled unconstitutional, it is likely that
a successful loot box ban would encourage further attempts to
censure digital creativity and harm game development.
184
IV. CRITICISMS AND AREAS FOR FURTHER STUDY
One criticism to the above proposal is that the mere
disclosure of odds will not discourage gambling. The criticism
has some merit as there are numerous studies showing that
probability is not intuitive and the mere provision of odds may
not diminish gambling.
185
Indeed, the prevalence of gambling, in
the face of prohibitive odds, supports the notion that the odds
are not well understood.
However, the criticism ignores the fact that the furnishing
of statistics will allow for the possibility of reasonable
assessment, while the current regime bars such assessment
entirely. Moreover, game players frequently delve into complex
formulae in order to arrive at a competitive advantage.
186
It is
Witte and William Booth, Munich officials: Gunman acted like ‘a deranged
person’ but had no ties to terror groups, WASH. POST (July 23, 2016),
https://www.washingtonpost.com/world/munich-police-hunt-for-a-motive-after-
iranian-german-gunman-kills-nine-in-rampage/2016/07/23/5e3058d6-5055-
11e6-bf27-405106836f96_story.html?utm_term=.b24525aa21a1 (explaining
that the German Interior Minister Thomas de Maizière believed that “violent
video games had probably helped inspire the attack”).
183
. Bredan Sasso and Pete Kasperowicz, Dem lawmaker introduces bill to
ban sales of violent video games to minors, THE HILL (Jan. 17, 2013, 5:45 PM),
http://thehill.com/policy/technology/277781-dem-bill-would-ban-sale-of-violent-
games-to-minors; Brown v. Entm’t Merchants Ass’n, 564 U.S. 786 (2011) .
184
. Andrew Moshirnia, A Tale of Two Breyers, DIGITAL MEDIA LAW
PROJECT (Jun. 28, 2011), http://www.dmlp.org/blog/2011/tale-two-breyers.
185
. See Williams, R. J., & Connolly, D., Does learning about the
mathematics of gambling change gambling behavior? 20 PSYCHOL. OF
ADDICTIVE BEHAV. 1, 6268 (2006). See also Robert Williams et al.,
PREVENTION OF PROBLEM GAMBLING: A Comprehensive Review of the
Evidence and Identified Best Practices 1, 2124 (2012),
https://www.uleth.ca/dspace/bitstream/handle/10133/3121/2012-prevention-
opgrc.pdf?sequence=3 (collecting various studies showing variable long-term
impact on gambling education campaigns on gambling prevalence).
186
. Walkthroughs and other game guides provide a truly staggering
amount of information regarding stats growth and other algorithms for a wide
variety of games. See GAME FAQS, https://gamefaqs.gamespot.com/ (last visited
Nov. 19, 2018) (Walkthroughs and other statistical breakdowns are accessed by
selecting a game and then the FAQ tab.)
2019] PRECIOUS AND WORTHLESS 113
not unreasonable to assume they may similarly engage with loot
box probabilities if given the appropriate data.
Another likely criticism is that labeling alone will not
provide a sufficient obstacle for purchases of loot box games by
minors. Retailers may stock the game and sell to minors,
187
and
unaware parents may disregard the rating, especially if the
underlying game content seems non-violent.
188
As with any rating system, there exists the possibility that
ratings will be gamed or ignored. However, the provision of
greater information to parents is generally considered in the
public interest. While a total ban would likely prevent more
minors from accessing loot box games, such a ban would occasion
much greater legal push-back from developers, may not be
feasible, and would open the floodgates to politically-opportune
overregulation.
189
This essay is the first survey of this novel problem. As such,
further study must be conducted on the impact of loot box
mechanics on game players. Moreover, it remains to be seen if
consumer reaction may force additional changes to game
development practices absent regulatory intervention. Lastly,
the pending actions of state actors must be observed and
evaluated.
V. CONCLUSION
Loot boxes threaten to degrade game design and to foist
addictive mechanics on vulnerable users. Consumer displeasure
with loot boxes has not prevented the spread of the device. It is
natural to seek a legal response to a practice that results in some
users spending thousands of dollars and contemplating suicide
when facing the shame of their actions. However, gambling laws
187
. This fear is largely overblown. See FED. TRADE COMMISSION, FTC
Undercover Shopper Survey on Entertainment Ratings Enforcement Finds
Compliance Highest Among Video Game Sellers and Movie Theaters (2013),
https://www.ftc.gov/news-events/press-releases/2013/03/ftc-undercover-
shopper-survey-entertainment-ratings-enforcement.
188
. Katie Cox, Two-Thirds of Parents Admit They Don’t Bother Checking
Video Game Age Ratings, KOTAKU (April 13, 2012, 11:30 AM),
https://kotaku.com/5901395/two-thirds-of-parents-admit-they-don’t-bother-
checking-video-game-age-ratings; Louise Egan, Video Game Content Ratings:
Does Anyone Care Anymore?, THE ARTIFACE ( Jan. 9, 2014), https://the-
artifice.com/video-game-content-ratings-anyone-care-anymore/.
189
. Kain, supra note 179.
114 MINN. J.L. SCI. & TECH. [Vol. 20:
are a poor fit for virtual items that are simultaneously precious
and worthless.
While loot boxes may not constitute gambling, the opaque
nature of loot box odds is troubling and warrants intervention.
At the same time, an outright ban of the device should be
avoided, if only to prevent the predictable rush to overregulate
video games by inimical political actors. Greater transparency
may help consumers decide if they wish to purchase games
involving loot boxes. Even if loot boxes persist, better knowledge
of odds may convince game players that they are better off just
taking their chances with the dragon.