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Writer's pictureConor Cooke

Are microtransactions normalising gambling for young gamers?

Updated: Jul 27, 2020


Following the recent investigation by the Belgium Gambling Commission into the inclusion of ‘Loot Boxes’ in games such as Overwatch and Star Wars Battlefront II, the verdict was reached that yes, it does constitute as a form of gambling.

For those unfamiliar with the concept, a loot box is a virtual consumable item which can be accessed to receive another random virtual item. Upon receival, these items can then be equipped in the game lobby and used in-game. The majority of the items are purely cosmetic however recent developments have found items to effect gameplay creating an unfair pay-to-win model.


Belgium Minster of Justice, Koen Geens has called upon Europe to ban loot boxes from gaming as he claimed mixing money and gaming was “dangerous for the mental health of the child”. Since these announcements were made it has generated more conversation amongst governing bodies with regards to the future of microtransactions in games, specifically loot boxes. In a conference, Hawaiian Democratic State Representative, Chris Lee expressed concerns on the matter. The politician made it apparent that legislations would be made in the up coming year that would implement age restrictions on game distribution which included the use of loot boxes. Following which other states have agreed to also take legal action to prevent underaged children having access to gambling-like facilities within games.


Due to the upheaval of loot boxes in the media, developers at EA suspended microtransactions from their newly released game hours before release. Investors in the company expressed concern as the suspension will result in a cut in a much-anticipated source of continual revenue. On the other hand, consumers have expressed mixed responses to the removal of loot boxes. As mentioned before, some loot boxes provide users with virtual items that effect the game structure in their favour. Removing this pay-to-win model from the gaming landscape has been a much sought-after adjustment by the gaming community and these legislations could be the answer they’re looking for.


However, the removal of loot crates may alter the structure of gaming cultures that have grown and prospered around them. For example, the popular first-person shooter Counter-Strike: Global Offensive (CSGO) incorporates the random ‘dropping’ of cosmetic skins after a match. The skins which can be applied to the player’s weapon to enhance the users visual experience have an assigned momentary value which correlate to its rarity and distribution within the game. As early as August 2015, it was noted that the skins could and were being used as a form of digital currency. Betting was taking place on professional CSGO matches as the popularity of the eSport grew. Alongside this, saw the birth of online casino games featuring the likes of coin flips and roulette through which the users liquidised their skins to fuel the addictive nature of the games.


This presents a case where by the involvement of microtransactions within gaming could lead to potential gambling related problems in users, especially when exposed to younger more influential and naive audiences.

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