In recent years, loot boxes have become a feature in modern video games, particularly in some of the big games like FIFA, Fortnite, and Overwatch.
For some players, they’re an entertaining feature, a kind of digital scratchcard that adds a layer of excitement to gameplay, while for others, especially concerned parents, loot boxes raise uncomfortable questions about how closely gaming is beginning to resemble gambling—especially when millions of players are children or teenagers.
Loot boxes are essentially virtual grab bags. Inside might be a rare player card, a weapon upgrade, or a cosmetic skin. Sometimes you earn them by playing the game, but increasingly, players can purchase them directly using real money, usually through an in-game currency like FIFA Points.
The Gambling Comparison and Its Psychological Impact
The catch? You never know what you’re buying until after the transaction is complete. That randomised outcome—combined with the option to keep spending for another chance at something better—has led many to draw direct comparisons to gambling. And those comparisons aren’t without merit.
Developers deliberately design these systems to ramp up anticipation. Consider FIFA’s Ultimate Team mode. In that game mode you open a pack and that triggers bright graphics, celebratory sounds, and animations that draw out the reveal.
The entire process echoes the thrill of a slot machine or that of a casino spin and the psychological principle behind it—variable ratio reinforcement—keeps users engaged by rewarding them with unpredictably. A quick look at casino sites like Betfree shows that the majority of online casinos use bonuses, and flashy graphics to keep people hooked – similar to loot boxes.
When you look at it it is the same principle that drives slot machines, where the uncertainty and the occasional big win keeps players hooked. The concern is heightened by the age of many of the players.
Titles that feature loot boxes are extremely popular among teenagers, and even children. In competitive environments—particularly in games like FIFA—having better gear or rare players often translates into a real advantage.
So while developers insist that most loot box rewards are cosmetic or optional, the reality is that many games hift toward a pay-to-win model and that is seen in games such as Call of Duty as well. I In that game, as well as Fifa, stories have emerged over the past few years of children spending hundreds—or even thousands—on loot boxes in pursuit of a competitive edge.
Regulation, Ethics, and the Future of Loot Boxes
Academic research has only added to the alarm. A study published in the journal Addiction in 2020 found a significant link between money spent on loot boxes and signs of problem gambling, especially among younger players. The study concluded that the more money someone spent, the more likely they were to report behaviours consistent with gambling harm, such as chasing losses or struggling to stop.
While researchers stop short of claiming causation, the pattern is difficult to ignore. A separate report highlighted by Eurogamer in 2021 found that loot boxes generate billions annually. Much of that revenue comes from a relatively small group of players who spend a lot more than the average user. This revenue model is nearly identical to that which is seen in casinos, which rely on a small subset of heavy users to drive profits.
Despite growing concern, regulatory bodies have been slow to act. In the UK, the Gambling Commission has so far declined to classify loot boxes as gambling mainly because in-game items lack real-world value under the law. Critics argue that this is a legal technicality that misses the point entirely.
Whether or not you can cash out the items, the player is still paying money for an unknown outcome—exactly the core mechanic of gambling. The presentation of loot boxes doesn’t help the industry’s case. In FIFA, for example, the visual and audio cues during pack openings mimic the dramatics of a game show or a live draw, making the experience more about chance than skill. Games even encourage players to share their rare pulls on social media, which is a trend that you can see all over TikTok and Twitter now, reinforcing the buzz around these digital “wins.”
The money involved is staggering. In 2020 alone, EA made more than $1 billion from FIFA’s Ultimate Team mode. According to figures from Juniper Research, loot boxes worldwide generated around $15 billion that same year.
This reliance on microtransactions, particularly from a small group of users, has sparked ethical debates—especially considering that many of these high spenders are underage or unaware of how much they’re spending.
Governments have responded differently. Belgium and the Netherlands have taken firm action by banning loot boxes that involve real-money purchases. Belgium went so far as to outlaw them entirely in 2018. In the Netherlands, EA was fined €10 million in 2020 over FIFA packs, although that case is still under appeal. The UK has instead opted for a softer approach, encouraging game developers to self-regulate. EA’s move to introduce “preview packs,” which let players see contents before deciding to buy, was welcomed by some but widely viewed as a minimal concession. Critics argue that relying on voluntary measures is inadequate, particularly given how aggressively games target younger users.
Loot boxes don’t just resemble gambling—they introduce children to gambling-like behaviours long before they’re old enough to walk into a betting shop. The UK’s Department for Digital, Culture, Media and Sport launched a review into loot boxes back in 2020, but a final report is not expected until late 2025. In the meantime, stories continue to emerge of children unknowingly spending thousands.
The debate ultimately centres around a difficult but pressing question: should companies be allowed to monetise chance-based mechanics in games marketed to young people? Loot boxes may not always meet the legal definition of gambling, but the psychological effects, particularly on impressionable players, are well documented.
And while parents bear the financial burden when children overspend, the long-term behavioural effects may be an even higher price to pay. If gaming continues down this path unchecked, the industry risks not only public trust but the well-being of the next generation of players. The call for clearer regulation isn’t about limiting creativity in game design—it’s about drawing a line where profit should no longer outweigh responsibility.