Loot boxes in video games are not a new thing, but last year saw more games taking them on as a monetization model, along with more controversy surrounding the idea than ever before. Loot b »xes as an idea (a box containing randomized digital loot available for purchase with real money) originally appeared in Chi- nese games over a decade ago. The first use of loot boxes by a North American publisher, however, was in the Team Fortress 2 update that introduced the Mann Co. Supply Crate. Shortly after, Team a i free to play. Since 2010, loot boxes have popped up here and there. Star Trek Online, as well as Never- winter and other MMOs have used them as an alternative revenue source for free to play enabled games. The first use in a full-price title was in the multiplayer pode of Mass Effect 3 in 2012. Then came Overwatch. © In 2016, Blizzard’s team-based online FPS, heavily inspired by Team Fortress 2, released with loot boxes as a core component of its level-up system. The boxes contained cosmetic items, and were either earned through level- ing up or purchased with real money from the store. Overwatch was a critical and commercial ed the floodgates. to finda Triple-A game with loot boxes than without them. Star Wars Battlefront II was heavily criticized for in- cluding in-game advantages in its loot boxes, instead of purely cosmetic items. Similarly, Middle Earth: Shadow of War features the ability to buy loot boxes containing in-game case actually playing the game is too much of a bother. Call of Duty: WWII features loot boxes that are visible to the other players in game, so that other people can watch the boxes being opened. Bungie’s Destiny 2 has bright engrams, bought from an in-game mer- success, and it It’s easier these da orcs, 1 Ng Af = a ks it gambling? — on the year of the Coot box y Duncan Eingarson, Senior columnist chant with a secondary currency that can be obtained with real money. The randomized reward system, coupled with more desirable items existing at higher tiers of rarity, makes the boxes a money sink. It might take many purchases before a player gets the item they want, and this repeat purchase loop highly incentivizes publishers to put loot box- es in their games, even in cases when the loot boxes are detrimental to the core gameplay experience. To make things worse, people are bad at proba- bility. There’s a reason the Gambler’s Fallacy is called what it is, and one only has to walk into a casino to see it at work. A lot of modern loot boxes have flashy opening animations, and in some cases the rarer items are even flashier. It’s reminiscent of slot machines in presen- tation and in implementation. But is it truly gambling? Certainly the governments of many countries think so. In China, law requires all games with loot boxes to disclose the odds. The Australian regulatory commission has stated that they believe loot boxes are gambling. The State of Hawaii wants to combat loot boxes as well, deeming them “predatory.” Belgium is investi- gating whether or not to regulate such games as gambling, as is the Netherlands. The issue, however, is not that clear. The UK Gambling Commission issued a posi- tion paper in March 2017 that touches, among other things, on loot boxes. The commission found that, though loot boxes closely resem- ble gambling through the elements of chance and wagering a stake against a prize, it is not licensable unless the prize has some monetary value. If it’s restricted to in-game use, it’s not a duck, no matter how much it quacks like one. By a strict definition, they’re right. Loot boxes offer the elements of chance, but the elements of'stake and prize i debatable. In one . b,