Not even a week after the game was on store shelves, a bunch of politicians were looking into whether or not the loot boxes contained within the game were a form of gambling, something that has led to multiple conclusions since.
The Dutch Gaming Authority have found that during their investigations, at least four popular games (ten games were investigated) with loot boxes were found to be in violation of the country's Better Gaming Act.
The specific argument for certain games being in violation comes down to the ability to transfer prizes won from loot boxes.
According to The Dutch Gaming Authority: "Offering this type of game of chance to Dutch players without a license is prohibited".
Whatever transpires, it's clear that loot boxes as they stand are coming under increasing scrutiny from governments around the world, and their days in their current form could well be numbered as a outcome. If it doesn't, then it's not technically gambling, but if it does, it can fall foul of the Netherlands' laws. The Gaming Authority's study found some loot box prizes can also be traded outside of their games, giving them a market value.
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Because Loot Boxes have thus far managed to escape being labeled as gambling or addictive per se, they have continued to operate largely without regulation.
The Netherlands is the latest country to take steps towards curtailing video games from including such features and is warning companies and developers to change or remove the loot boxes from their titles by the middle of June. "Players can earn money if they get a rare item". Though they don't name the 10 games they've inspected, but Dutch broadcaster NOS outs Federation Internationale de Football Association 18, DOTA 2, PUBG and Rocket League.
Regulation Needed for Youth Participation A 2017 study by the Gambling Commission found that 11% of 11-16 year olds in the United Kingdom had placed bets with skins; meaning around 500,000 children under the age of 15 could be using skins for gambling. Still, it identifies a "moderate to high" addiction risk potential for the ten games it studied, based on a ten-dimension quantitative test previously used for casino games.