Loot The Children: The Need To Regulate Predatory Loot Box Mechanics In Video Games That Target Young Audiences

Published date01 October 2021
AuthorShiddhartha Uddin
Date01 October 2021
DOIhttp://doi.org/10.1111/fcre.12615
LOOT THE CHILDREN: THE NEED TO REGULATE PREDATORY
LOOT BOX MECHANICS IN VIDEO GAMES THAT TARGET
YOUNG AUDIENCES
Shiddhartha Uddin
Loot box mechanics have become a mainstay in many video games targeted toward young audiences. These loot boxes are
reminiscent of gambling, like casino slot machines. The player may use real-world currency to purchase a virtual item that
dispenses randomized in-game items. Video game publishers employ numerous methods to make these loot boxes enticing to
a young audience. Loot boxes have been linked to problem gambling habits. To protect adolescents from these predatory
practices, federal legislation that prohibits loot box practices in video games deemed suitable for adolescents is necessary.
Key Points For The Family Court Community
Loot boxes are expected to become a Fifty billion dollar annual industry by 2022.
Loot boxes are increasingly prevalent in video games that are deemed suitable for adolescents. Many popular games
on the market contain loot box mechanics.
Adolescents are particularly susceptible to loot box mechanics due to their stage of cognitive development.
There is a signicant relationship between players who pay for loot boxesand problem gambling habits.
Currently, there is no federal legislation that addresses the issue.
Keywords: ESRB; Gambling Addiction in Children; Gameplay; In-Game Items; Loot Boxes; Microtransactions; Monetization;
Online; Randomized Rewards; Video Game Publishers; Video Games.
I. INTRODUCTION
When he checked his monthly credit card bill, Jeremy Hillman was shocked to nd that Microsoft
had charged him a total of $4,500.
1
Initially, Mr. Hillman thought that it must have been an error and
he began to angrily rant about the charges.
2
However, after Mr. Hillman heard his thirteen-year old son
meekly call out for his mother from his bedroom,Mr. Hillman knew there was clearly another
explanation.
3
Jeremy learned that his son purchased several players packsin a soccer simulation
video game, FIFA 15.
4
In FIFA 15, players packs are in-game items that contain a random assortmentof soccer
players that the video game player can use in-game.
5
Real world currency can be spent to purchase
an in-game currency, called FIFA Coins,which can then be exchanged for the players packs.
6
Jeremys credit card information was attached to his sons Xbox Live account from when he pur-
chased the game for his son.
7
His son was able to purchase multiple players packs, worth over a
$100 each, because Jeremy had forgotten to delete the credit card information from the account.
8
Jeremy says that his son became addicted to the game, spending $100 was as easy as clicking a
button.
9
These FIFA players packs are a quintessential type of video game microtransactions called
loot boxes.
10
Jeremys son is far from the only adolescent vi ctim of loot box microtransaction mechanics in
video games.
11
Numerous other adolescents have spent thousands of dollars on video game loot
boxes, including children as young as seven years old.
12
Researchers suggest that loot boxes may
Corresponding: email: suddinfcr@gmail.com
FAMILY COURT REVIEW, Vol. 59 No. 4, October 2021 870885, doi: 10.1111/fcre.12615
© 2021 Association of Family and Conciliation Courts.
be a gateway to problem gambling.
13
This is especially concerning given that other psychological
studies show that adolescents are particularly susceptible to problem gambling.
14
To address these
concerns, this Note proposes a model statute to be implemented by the federal government.
15
Part II of this Note provides a working denition of video game microtransactions and loot
boxes. Part III of this Note provides a historical overview of loot boxes in video games. Part IV of
this Note discusses the scientic studies linking loot boxes to the potential development of problem
gambling in adolescents. Part V proposes the model statute that addresses the loot box problem.
Part VI discusses the anticipated counterarguments to the proposed statute. Part VII provides a brief
summation to this Note.
II. DEFINITIONS OF MICROTRANSACTIONS AND LOOT BOXES
A. WHAT ARE VIDEO GAME MICROTRANSACTIONS?
Microtransactions are nancial transactions for a digital good or service.
16
In terms of video
games, a digital good or service may consist of special abilities, additional gameplay content, addi-
tional playable characters, etc.
17
Video game microtransactions should not be confused with the
purchase of the video game itself.
18
Rather, most video game microtransactions are additional pur-
chases after the player has already purchased the base game.
19
1. The In-Game Item Microtransaction Model
There are various kinds of microtransaction models.
20
For instance, Bethesda SoftworksHorse
Armor DLC(DLCstands for Downloadable Content) is an example of an In-Game Item
model of microtransaction.
21
The in-game item microtransaction model encompasses mainly
gameplay relevant upgradesattainable in exchange for real-life currency.
22
2. The Virtual Currency Microtransaction Model
Microtransaction models can also encompass in-game, virtual currencies.
23
Virtual currency is a
medium of exchange that operates like a currency in some environments,such as in a video game
environment, but does not have all the attributes of real currency.
24
Virtual currencies in video
games can be purchased through real currency.
25
However, virtual currencies do[] not have legal
tender status in any jurisdiction.
26
For example, in the game Star Wars Battlefront II, the player can purchase additional items, such
as additional costumes for playable characters.
27
To purchase an additional costume for a playable
character, the player can use an in-game virtual currency call ed Crystals.
28
Crystals must, in turn,
be purchased through real currency.
29
3. The Expiration Microtransaction Model
Another category of microtransactions is known as the Expirationmodel.
30
The Expiration
model allows the player to purchase items with a limited time duration that can speed up their pro-
gressin the game.
31
After the items time duration expires, the player must purchase it again to
benet from its effects.
32
To illustrate, the ever-popular mobile game, Candy Crush Saga, initially gives players ve
lives.
33
Once the player exhausts all their lives, they will be unable to play the game for thirty
minutes.
34
After waiting thirty minutes, the game will grant one life back to the player, at which
point the player can continue playing.
35
However, if the player does not want to wait thirty minutes
to play, the player can speed up their progress
36
by purchasing additional lives and playing again
Uddin/VIDEO GAMES THAT TARGET YOUNG AUDIENCES 871

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