Nothing beats the feeling of opening a digital box, crate or pack containing a copy of one of the superrare items available in a game. Targeting the dopamine kicks of players, the video game industry has embraced the business model called freemium many years ago. However, it was only this year that this business model got into a conflict with Belgian regulatory instances.
Freemium essentially means that the video game in question is free-to-play, providing in-game purchases, better known as micro transactions to players in order to unlock features or to get an edge over the opponent. Another application of this business model are the so-called loot boxes. Loot boxes contain items that can be used in-game, varying from cards for card games or weapons for shooters. There’s a chance connected to the rarity of the items inside the boxes. Recently, EA Sports announced their new Star Wars-themed game Star Wars Battlefront II. This game also provides players the opportunity to purchase loot boxes and set a big discussion in motion about the link of these virtual prizes to real-life gambling.
Given that loot boxes can also be purchased by using real world currencies and given the chance factor in the unboxing, the Belgian Gaming Commission ruled that this business model does in fact constitute gambling and should therefore undergo the same regulation.
Ever since this discussion has started, more and more statements about the nature of loot boxes have been made, some even calling it ‘predatory gaming’. Whilst it is unknown whether global legislative actions will be taken against the business model, it is very likely it will have a huge impact on the gaming industry in the foreseeable future.
https://www.econotimes.com/How-Loot-Box-Regulations-May-Affect-the-Video-Game-Industry-1422967