Report Slams Video Game Loot Boxes As Manipulative, Predatory And Exploitive
The Norwegian Consumer Council (NCC) report claims that loot boxes manipulate gamers, especially children, into spending large amounts of money. Companies use “highly problematic practices” to encourage gamers to purchase loot boxes. First, companies “[exploit] cognitive biases and vulnerabilities through deceptive design and marketing.” Second, they “[use] layers of virtual currencies to mask or distort real-world monetary costs.” Finally, these loot boxes especially target children and employ various practices to do so. Finn Myrstad, director of digital policy at the NCC, concluded that loot boxes take advantage of consumers through “predatory mechanisms, fostering addiction, targeting vulnerable consumer groups and more.”

This is certainly not the first time that an organization has criticized loot boxes. Loot boxes are banned in several countries such as Belgium and the Netherlands. These regulations have prevented the release of games such as Diablo Immortal in those countries. Video game publishers insist that loot boxes are no more addictive than popular children’s toys like Hatchimals. EA Games has particularly fought against the negative reputation of loot boxes. It has maintained in the past the loot boxes are simply a “surprise mechanic” and are “quite ethical.” Nevertheless, various studies like the one mentioned above, argue that loot boxes are harmful, especially to children. Loot boxes are still legal in countries like the United States, but it would be unsurprising should there be more regulations created to control them.