Yes, many experts say loot boxes are a kind of gambling or at least “gambling-like.” Players put something of value-usually real money-on a random outcome. The game industry often calls them “surprise mechanics,” but the basic loop is the same as traditional betting: you pay for a result you can’t predict. Because you don’t know what’s inside a loot box until you open it, it creates a cycle of tension, excitement, and risk that has drawn close attention from regulators, psychologists, and parents.
As online gaming has grown worldwide, the gap between simple fun and betting has become less clear. What started as a way to get a new outfit for your character has grown into a multi-billion-dollar business that works a lot like a casino. To see the full picture, it helps to look at how loot boxes work, the laws around them, and how they affect the many people who use them every day.

What Are Loot Boxes and How Do They Work?
A loot box is a digital container inside a video game that holds random items. Games often make these boxes very flashy, with bright animations and “almost-win” sound effects that feel similar to a slot machine. The idea goes back to the early 2000s. The Japanese version of MapleStory is often named as the first game to use loot boxes in 2004, through “Gachapon Tickets,” which copied popular toy vending machines in Japan.
Since then, loot boxes have become common, especially in “free-to-play” games where the game costs nothing to download, but the company makes money through small in-game purchases. By 2023, studies suggested loot boxes were bringing in about $15 billion each year for game companies. They are now so widespread that over 70% of desktop gaming sessions happen in games that use some form of loot box system.
How Do Players Get Loot Boxes in Games?
Players can get loot boxes in several ways. In many games, such as Mortal Kombat or Injustice, loot boxes are built into the normal progress of the game and are given as rewards for winning matches or finishing certain tasks. In those cases, no real money is involved, so the link to gambling is weaker. The most debated method is direct purchase. Here, players spend real money on “keys” or on the boxes themselves, often through a special in-game currency.
Some games, like Genshin Impact, rely heavily on this “Gacha” system, where you pay for a chance to get rare characters or weapons. Other games sell monthly loot boxes with exclusive, time-limited content, which pushes players to buy quickly. Some newer games like Overwatch 2 have stopped selling loot boxes for real money and instead give them out through Battle Passes or character progress. On the other hand, big titles like Counter-Strike: Global Offensive (CS:GO) still let players spend real money directly on crates.
What Items Can Loot Boxes Contain?
Loot boxes can hold items that are just for looks or items that change the way the game plays. Visual items, often called “cosmetics,” are the most common. These include character skins, weapon designs, or special animations that make a player stand out. They don’t change the game rules, but rare skins can carry social status, which can strongly push some people to spend more.
Other boxes contain useful gear, power boosts, or items that weaken enemies, giving players a real edge in the game. Items are usually sorted into rarity levels such as common, rare, epic, and legendary. The most powerful or coolest items sit in the highest rarity groups. This makes players feel they have to open many boxes-sometimes dozens or even hundreds-to get the exact thing they want. This sense of rarity and “chasing” a specific prize is a big part of what keeps people opening more boxes.
Do Loot Boxes Resemble Gambling?
Arguments about loot boxes and gambling often come down to how gambling is defined. Standard gambling usually has three parts: you risk something (often money), chance decides the result, and you can receive a prize with value. Critics say loot boxes fit all three. Even if the prize is a digital sword, it has value inside the game. Also, third-party websites sometimes let players trade or sell game items for real money, which can turn these digital items into cash.
What Makes Loot Boxes Similar to Gambling?
The main link is their dependence on chance. Whether you pull a lever on a slot machine or click “open” on a box, the result comes from a computer program, not your skill. This creates surprise and excitement that feels just like a casino win. Both systems can lead to harmful patterns, such as losing track of time or “chasing losses”-spending even more money because you believe the next box will finally give you the “jackpot” item.
Money problems are another shared risk. Even if you can’t always turn game items back into cash, overspending on loot boxes can still cause serious financial trouble. Research shows that a small group of users, often called “whales,” can provide up to 90% of all loot box income. For these players, opening boxes can feel more like playing in an “in-game casino” and less like enjoying the actual game, with the main draw being the rush of a big win.
How Do Loot Boxes Differ from Traditional Gambling?
Game companies often say that loot boxes are different because they are part of a game’s “strategy and skill.” They point out that players always get something, even if it’s a common item they already have, so it’s not like classic gambling, where you might walk away with nothing. Also, many countries define gambling as involving a prize of “money or money’s worth.” If an item can’t officially be traded for cash, some courts have decided it does not meet the legal meaning of gambling.
What Is the Psychology Behind Loot Box Purchases?
Loot boxes are built around a concept called variable-ratio reinforcement. This is the same pattern used in slot machines: rewards come at random times, which causes the brain to release more dopamine. Because you never know when the next reward will appear, each win feels more exciting than if you bought the item directly. This is why someone can feel a huge thrill pulling a rare item from a $2 box, even if they could have bought that same item straight away for $20.

Are Loot Boxes Considered Gambling in Law?
As of early 2026, laws about loot boxes differ a lot from country to country. Some places have strict bans, while others are still studying them and deciding how to treat these digital products without hurting a huge industry. A key legal question is whether virtual items count as “value” under current gambling laws.
Which Countries Regulate or Ban Loot Boxes?
Belgium and the Netherlands have taken some of the strictest steps, effectively banning loot boxes that don’t meet gambling license rules. Game makers in those countries have had to remove the option to buy random crates with real money. China chose another path and now requires game companies to publish the exact “drop rates” or odds for each item, so players can see how small their chances of getting rare items really are.
Japan has strong rules against “complete gacha,” where a player must collect a full set of random items before receiving a special final prize. In recent years, South Korea has passed rules that pushed big games like EA Sports FC (formerly FIFA) to change their “Ultimate Team” packs and provide clearer information. On the other hand, countries such as New Zealand and Poland have officially said loot boxes do not count as gambling under their current laws.
Are Loot Boxes Legal in the USA?
In the United States, loot boxes are allowed, but the Federal Trade Commission (FTC) has been studying them since 2018. A central legal issue in the U.S. is whether players can trade these items for real money. If a game supports “skin gambling” or has a secondary market where items can be sold for cash, local officials are more likely to view it as illegal gambling. There is no nationwide ban, but some states have discussed new rules such as special age ratings or clear warnings for games that use loot boxes.
What Are the Risks of Loot Boxes for Players?
The risks of loot boxes go beyond spending too much money. Because they work on the same mental triggers as gambling, they can create strong habits that are hard to break, especially for people who are more vulnerable. For many, the fun of the game slowly changes into stress about opening the next box, leading to guilt and financial pressure.
Can Loot Boxes Lead to Addictive Behaviors?
Several studies have found a strong connection between loot box spending and problem gambling. One large study of 16-24-year-olds found that people who bought loot boxes were 11.4 times more likely to show signs of gambling problems. This pattern remains even when factors like impulsive behavior are taken into account. There is also a “gateway” idea, which says that loot boxes make gambling-style systems feel normal, increasing the chance that a player will move on to betting on sports or online casinos later on.
How Are Children and Teens Affected?
Children face higher risks because their brains are still growing, especially in areas linked to reward and self-control. Getting “surprise rewards” at a young age can change how their brains react to pleasure and risk. Numbers show that 93% of children play video games, and about 40% of them have opened a loot box. Teens spend around $50 per month on these items on average. This raises concerns that they may get used to high-risk spending habits while they are still young.

How Can Safer Gaming Habits Be Encouraged?
While companies and lawmakers argue over the rules, many of the day-to-day choices fall to players and families. Awareness is a key first step. When people see that loot boxes are built to be habit-forming, they can approach them more carefully and notice when the game stops being fun and starts feeling like a compulsion.
What Can Families and Players Do to Reduce Risks?
Parents can help by watching their children’s gaming behavior and limiting access to payment methods such as credit cards. Most modern consoles and app stores now offer parental controls where purchases need an adult’s approval, often through a phone alert. Setting strict limits on both time and money is also very helpful. Experts suggest talking openly with children about how odds and probabilities work in these games, so they see that the system is often stacked against them.
Adult players can protect themselves by taking regular breaks and balancing gaming with other interests. Warning signs include feeling angry or restless when you can’t open boxes, hiding how much you spend, or skipping social events to keep playing and buying. If these show up, it may be time to speak with a professional. Many support services now deal directly with “gaming disorder” and its link to gambling problems.
What Does the Future Hold for Loot Boxes and Gaming?
The game industry is going through a period of change. Worried about stricter laws and public anger, many studios are moving away from random loot boxes and are using systems like Battle Passes or clear-price in-game stores. These options are more open, since players know exactly what they receive for their money. Still, the “Gacha” style remains highly profitable in mobile games, so it is unlikely to disappear completely anytime soon.
Current and Emerging Regulations
New rules are likely to be strongly based on data. Some researchers, including teams at Harvard and Columbia, argue that instead of banning loot boxes entirely-which can reduce enjoyment for casual users-governments could introduce spending caps. For example, a $500 monthly limit might protect “whales” from serious financial damage while still keeping about 85% of a company’s income. In the coming years, we may see more country-specific systems, like the one in France where players can “peek” into a box before paying, which removes the element of chance.
Common Questions about Loot Boxes and Gambling
Are Loot Boxes Illegal?
In most countries, loot boxes are legal but increasingly controlled. They are only seen as illegal in some places, such as Belgium, where they break existing gambling rules. Elsewhere, they are allowed if game makers follow certain standards, such as clearly sharing the odds of rare items or blocking any way to cash out items for real money.
How Are Loot Boxes Different from Other In-Game Purchases?
The main difference is certainty. If you buy a specific skin for $10 from a game’s store, that’s a normal in-game purchase-you know what you will get. With a loot box, that same $10 only buys a chance at the skin, and you might receive a low-value item instead. This act of risking money for a better possible outcome is what separates loot boxes from normal downloadable content or direct purchases.
Conclusion: Where Gaming and Gambling Meet
By the end of this decade, the talk around loot boxes is likely to spread further into areas like “Social Casinos” and “Token Wagering,” where the gap between gaming and gambling gets even smaller. Recent models suggest that fully banning loot boxes could reduce overall player satisfaction by about 23%, since many casual players enjoy surprises when they do not involve heavy spending. This points to a future where game systems focus less on aggressive tactics aimed at “whales” and more on clear rules and player safety. With open information, spending limits, and honest design, the gaming community can keep virtual worlds fun and engaging without drawing people into financial harm.

