EU Gambling Regulations

Legal Disclaimer

This resource provides general information only and does not constitute legal advice. Video game regulation and gambling law intersect in complex ways that vary by jurisdiction. Game publishers, platform operators, and consumers should consult qualified legal counsel for specific situations.

What Are Loot Boxes and Why Do They Matter?

Loot boxes are virtual items in video games that can be purchased with real money and contain randomized rewards. Players pay for the chance to receive valuable in-game items, but the specific contents are determined by chance rather than choice. This randomized, paid-for-chance mechanism is what draws comparisons to gambling and has attracted regulatory attention across Europe.

The global loot box market was valued at approximately $15 billion in 2024, according to industry research, with projections suggesting continued growth despite regulatory pressures. Major game publishers including Electronic Arts, Activision Blizzard, and Take-Two Interactive have generated substantial revenue from these mechanics, though some have modified or removed loot boxes from certain games in response to regulatory and consumer backlash.

The regulatory concern centers on several key issues:

These concerns connect directly to broader discussions about skin gambling and esports betting, where virtual items obtained through loot boxes are used as de facto currency on third-party gambling sites.

The Core Regulatory Question: Are Loot Boxes Gambling?

The fundamental question that regulators across Europe have grappled with is whether loot boxes constitute gambling under existing legal frameworks. This determination typically hinges on three elements that most gambling laws require:

Traditional Gambling Elements

Consideration: Payment of money or something of value to participate. Loot boxes typically require real-money purchase, satisfying this element.
Chance: Outcome determined by randomness rather than skill. Loot box contents are algorithmically randomized, clearly satisfying this element.
Prize: Winner receives something of value. This is where regulators diverge. Some argue virtual items have no real-world value; others note that tradeable items effectively do.

The "prize" element is where regulatory interpretations diverge most significantly. When loot box contents cannot be traded, sold, or converted to real money, many regulators have concluded that the items lack the real-world monetary value required to constitute gambling prizes. However, when items can be traded on secondary markets or cashed out through third-party services, this analysis becomes more complicated.

Understanding how EU gambling laws work is essential context here. There is no unified EU gambling framework, so each member state applies its own legal definitions and enforcement approaches.

EU-Level Developments and Parliamentary Action

While gambling regulation remains a national competence within the EU, European institutions have increasingly engaged with loot box concerns through consumer protection and digital services frameworks.

European Parliament Resolutions

The European Parliament has passed multiple resolutions calling for action on loot boxes. In 2020, the Parliament adopted a resolution on esports and video games that explicitly called on the European Commission to assess the impacts of loot boxes and to consider EU-wide approaches to protect consumers, particularly minors.

Key parliamentary concerns have included:

European Commission Position

The European Commission has acknowledged loot box concerns but has stopped short of proposing specific legislation targeting them. Instead, the Commission has emphasized that existing consumer protection directives may already apply to unfair or deceptive loot box practices.

Under the Unfair Commercial Practices Directive, aggressive or misleading marketing of loot boxes to children could potentially be challenged. The Commission has also funded research through Horizon Europe examining the psychological and economic impacts of in-game monetization on young people.

Digital Services Act Implications

The Digital Services Act (DSA), which took full effect in 2024, introduces new transparency and accountability requirements for online platforms. While not specifically targeting loot boxes, the DSA's provisions on algorithmic transparency and consumer protection could have implications for how game platforms implement and market randomized monetization systems.

Country-by-Country Analysis

The following analysis examines how individual EU member states have approached loot box regulation, ranging from explicit gambling classifications to consumer protection-focused approaches.

Belgium: The Most Restrictive Approach

Classified as Gambling

Belgium has taken the strongest position against loot boxes in the EU. In 2018, the Belgian Gaming Commission conducted an investigation into loot boxes in popular games including FIFA, Overwatch, and Counter-Strike: Global Offensive. The Commission concluded that paid loot boxes in these games constituted illegal gambling under Belgian law because they involved consideration, chance, and prizes with real-world value (through trading).

Following this determination, several game publishers removed or modified loot box systems specifically for Belgian players. Electronic Arts disabled FIFA Points purchases in Belgium, while Blizzard Entertainment removed paid loot boxes from Overwatch and Heroes of the Storm in the Belgian market.

The Belgian approach demonstrates how strict enforcement can effectively eliminate loot boxes from a market, though it has also created a two-tier system where Belgian players have different game experiences than players in other countries.

Netherlands: Legal Battles and Regulatory Uncertainty

Contested Classification

The Netherlands initially took a position similar to Belgium. In 2018, the Dutch Gaming Authority (Kansspelautoriteit or KSA) concluded that certain loot boxes constituted gambling under Dutch law, particularly those containing items that could be traded or sold.

However, this position was challenged in court. In 2022, the Dutch Council of State (the highest administrative court) ruled against the KSA in a case involving Electronic Arts' FIFA Ultimate Team. The court found that the KSA had not sufficiently demonstrated that FIFA Ultimate Team items constituted "prizes" under Dutch gambling law because they could not be directly converted to money through official channels.

This ruling has created significant uncertainty in the Dutch market. While the KSA maintains concerns about loot boxes, its enforcement authority has been curtailed by the court decision. The regulator has indicated it will focus on consumer protection approaches rather than gambling law enforcement for loot boxes.

Germany: Consumer Protection Focus

Consumer Protection Approach

Germany has not classified loot boxes as gambling under its Interstate Treaty on Gambling, but has taken action through consumer protection and youth protection frameworks.

Germany's Unterhaltungssoftware Selbstkontrolle (USK), the games rating body, now considers loot box mechanics when assigning age ratings. Games with loot boxes that can be purchased with real money receive additional scrutiny and may receive higher age ratings to protect younger players.

Additionally, consumer protection authorities have taken action against specific games. In 2023, German consumer associations filed complaints against several mobile games with aggressive monetization practices targeting children.

France: Regulatory Restraint

Not Classified as Gambling

France's gambling regulator ARJEL (now ANJ) examined loot boxes in 2018 and concluded that they did not constitute gambling under French law. The key factor was that loot box contents in most games examined could not be converted directly to real money through official channels.

However, France has not been entirely passive. The French Senate conducted inquiries into gaming monetization practices, and there have been calls for enhanced consumer protection measures. The focus has been on transparency requirements and age-appropriate design rather than gambling law application.

Spain: Disclosure Requirements

Transparency Requirements

Spain's Consumer Affairs Ministry has focused on loot boxes as a consumer protection issue rather than a gambling matter. In 2021, Spain announced plans for regulations requiring games with loot boxes to:

These regulations focus on informed consent and harm reduction rather than prohibition, reflecting a middle-ground approach between Belgium's ban and France's regulatory restraint.

Italy: Advertising Restrictions

Advertising Controls

Italy has addressed loot boxes primarily through its strict gambling advertising regime. Under the Dignity Decree (Decreto Dignità) of 2018, Italy banned gambling advertising. This ban has been interpreted to apply to games that prominently advertise loot box purchases, particularly when those advertisements target Italian consumers.

The Italian approach effectively limits the marketing of loot box-heavy games without explicitly classifying loot boxes as gambling, demonstrating how advertising regulations can impact monetization practices.

Nordic Countries: Variable Approaches

The Nordic EU member states have taken different positions:

Industry Self-Regulation and Response

Facing regulatory pressure, the video game industry has implemented various self-regulatory measures. The Entertainment Software Rating Board (ESRB) in North America and PEGI (Pan European Game Information) in Europe now include "In-Game Purchases (Includes Random Items)" labels on games containing loot boxes.

Major platforms have also introduced disclosure requirements:

Some publishers have moved away from loot boxes entirely. Following backlash over Star Wars Battlefront II in 2017, Electronic Arts removed the game's loot box system. More recently, several publishers have shifted toward battle passes and direct purchase models that offer predictable value.

The Connection to Skin Gambling

Loot box regulation is closely connected to concerns about skin gambling in games like CS2. When loot box contents can be traded on secondary markets, the items obtained through randomized purchases effectively become transferable assets with real-world value.

This creates a pipeline where:

  1. Players purchase loot boxes or cases with real money
  2. They receive randomized items, some of which may be valuable
  3. These items can be traded on platforms like the Steam Community Market or third-party sites
  4. Third-party gambling sites accept these items as currency for betting

This pathway has been a particular concern for regulators, as it can expose players, including minors, to gambling activities through what appears to be a standard video game purchase. Understanding the payment and AML aspects of gambling regulation provides additional context for how regulators might address these flows.

Consumer Protection Measures

Beyond gambling classification debates, several consumer protection measures have emerged to address loot box harms:

Parental Controls

All major gaming platforms now offer parental control systems that can restrict or require approval for in-game purchases. The Interactive Software Federation of Europe (ISFE) has promoted awareness of these tools through industry initiatives.

Spending Limits

Some jurisdictions have proposed or implemented spending limits on in-game purchases. These operate similarly to the deposit limits used in gambling self-exclusion systems, allowing players or parents to set maximum spending amounts.

Refund Rights

EU consumer protection law provides refund rights for digital purchases under certain conditions. The Consumer Rights Directive has been applied to some in-game purchase disputes, though the randomized nature of loot boxes complicates refund claims.

Future Regulatory Outlook

Several trends are likely to shape loot box regulation in coming years:

Potential EU-Level Action

While gambling regulation remains national, the European Commission could act under consumer protection competencies. A potential EU-wide approach might include:

National Legislative Developments

Several EU countries are considering new legislation. Spain's proposed regulations may serve as a model for other countries seeking to address loot boxes without full gambling classification. Meanwhile, ongoing research into the relationship between loot boxes and gambling harm may influence future regulatory approaches.

Industry Evolution

Market dynamics are also shifting. Some publishers are moving away from randomized monetization toward more transparent models, potentially reducing regulatory pressure. However, the lucrative nature of loot boxes means they are unlikely to disappear entirely without regulatory intervention.

Key Takeaways

  • There is no unified EU approach to loot box regulation; each member state applies its own framework
  • Belgium is the only EU country to effectively ban certain loot boxes by classifying them as gambling
  • Most EU countries have focused on consumer protection measures rather than gambling law
  • Transparency requirements, age restrictions, and spending limits are emerging as common regulatory responses
  • The connection between loot boxes and skin gambling adds complexity to regulatory analysis

Responsible Gaming Resources

If you or someone you know is experiencing problems related to in-game spending or gambling-like mechanics in video games, support is available:

Last Updated: December 2025