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