In short, the government has decided to leave loot boxes unregulated for the time being, and it will not include them in the reviews of the Gambling Act. It claims that there is not enough evidence to support that buying loot boxes is a form of gambling. While the report acknowledges that it includes similar dangers, it hasn’t fully determined whether there is a causative link between the two. As such, playing it safe, the government hopes that the industry will instead self-regulate.
As per the report, loot boxes should be completely unavailable to all children and young people unless enabled by a guardian. Unfortunately, this likely won’t solve the problem, as kids often buy the loot boxes without their parents’ knowledge. In addition, all players should be given access to spending controls and transparent information. Meanwhile, the industry is supposed to supply researchers with better access to data that could one day help in the forming of a new policy. To help propagate these rules, the U.K. Interactive Entertainment group is going to spend upwards of £1 million to increase parental and spending controls in games.
This is, of course, good news for the game studios that are responsible for the selling of these loot boxes (or other similar “random content” video game items) in various titles ranging from “FIFA 2021” to “League of Legends” and “Hearthstone.” However, for the players, it’s certainly a double-edged sword as oftentimes the games really don’t make it easy to see just how much the person has spent until it’s already too late. As a result, many companies are starting to address the problem in some ways, similar to when Google made it a requirement that game devs include loot box odds in their titles.
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