Publication date: July 24, 2026
The dynamic development of the computer games market has led to a significant change in the monetization models used by game producers and publishers. The traditional sales model, based on a one-time purchase of a product by the consumer, has been largely replaced by solutions based on long-term user engagement and generating revenue through micropayments (microtransactions). Mechanisms known as loot boxes, consisting in the paid purchase of virtual packages with random content.

Although initially perceived as a means of enhancing gameplay, this mechanism is currently the subject of intense legal, economic, and social debate. It is increasingly being pointed out that the design of loot boxes utilizes psychological mechanisms similar to those that have been present in traditional gambling games for many years. The random nature of the reward, the uncertainty of the outcome, the “near miss” effect, the limited availability of certain items, and the use of dynamic animations intended to enhance the user’s emotional engagement all contribute to the blurring of the line between entertainment and gambling mechanisms.
Additional controversy stems from the fact that the vast majority of modern games using loot boxes are also aimed at minors. Unlike traditional gambling games, participation in these mechanisms does not require a specific age or meeting specific formal requirements. In practice, this means that random monetization mechanisms are also used by children and adolescents, who, due to their stage of psychological development, are particularly susceptible to the influence of behavioral design techniques and so-called dark patterns).
In recent years, the issue of loot boxes has ceased to be analyzed solely through the prism of gambling law. Regulations concerning consumer protection, digital services, and child safety in the online environment are gaining increasing importance. Discussions at the European Union level indicate that the future legal framework may be based not only on classic definitions of games of chance but also on instruments to combat manipulative practices and ensure a high level of protection for consumers using digital services.
At the national level, the problem remains equally relevant. Polish lawmakers have not yet decided to introduce a separate definition of loot boxes into the Gambling Act of 19 November 2009. This does not mean, however, that these mechanisms remain entirely outside the scope of existing regulations. In practice, administrative bodies assess each specific business model on a case-by-case basis, analyzing whether its design meets the statutory definition of gambling. At the same time, the development of the secondary market for trading in virtual items, particularly so-called skin gambling , is creating new interpretative challenges that the legislature did not anticipate when enacting the current regulations.
The changes introduced by the PEGI rating system in 2026 provided an additional impetus for reassessing the current regulations. The revised rules for classifying games with paid random mechanisms confirm the growing awareness of the risks associated with the use of loot boxes, especially for underage users. Although the PEGI rating is not a source of generally applicable law, its practical importance for the European market remains significant and may influence both the distribution of games and the future direction of legislative changes.
The purpose of this article is to analyze the current legal status of loot boxes under Polish and European Union law, taking into account recent regulatory changes, the practices of administrative bodies, and the experiences of selected European countries. Particular attention will be paid to whether the current regulations effectively protect consumers from mechanisms based on randomness and whether the current regulatory model meets the challenges of the modern digital economy.
The essence of loot boxes and their functioning models
The concept of a lootbox has not yet been defined in either Polish or European Union law. However, in the literature and by public institutions, it is generally accepted that a lootbox is a mechanism whereby the user obtains, for a fee or free of charge, a virtual package containing items whose contents remain unknown until opened. A characteristic element of this solution is randomness – the user has no influence on the item they receive, and the probability of obtaining individual rewards is determined by the game developer or platform operator.
At the definitional level, however, it should be emphasized that the term “lootbox” encompasses a wide variety of business models, the legal assessment of which cannot be uniform. Public debate often equates all mechanisms based on randomness with gambling, while from a legal perspective, individual solutions differ in both their economic structure and the degree of risk to the consumer. It is precisely this diversity that means that assessing the compliance of lootboxes with applicable regulations requires an analysis of the specific operational model, not just the presence of a random element.
The most classic model occurs in games where lootbox content is limited solely to cosmetic items, such as skins , animations, character outfits, or visual effects. These items do not affect gameplay or increase the player’s chances of success. They are intended solely for aesthetic purposes, allowing the user to personalize the appearance of their character or equipment. Such solutions were long considered relatively safe from a consumer protection perspective, but the development of secondary markets for trading virtual items has significantly changed their economic significance.
A good example is the Counter-Strike series, where weapon skins initially served only a visual purpose. Over time, however, a robust secondary market developed around these items, allowing them to be sold for real money. Consequently, the value of some virtual items began to reach several thousand, or even several dozen thousand, and in exceptional cases, several hundred thousand euros. In practice, this means that a randomly acquired item can have a tangible financial value, even though the game developer itself does not officially allow for its sale. The existence of an external market is one of the main arguments raised in the discussion on the classification of such mechanisms as potentially akin to gambling.
Loot boxes used in sports games, such as EA SPORTS FC Ultimate Team, are of a different nature. In this model, users purchase virtual packs containing player cards, coaches, or other team items. Unlike skins in games like Counter-Strike, acquired items directly impact gameplay. Acquiring rare players can increase a team’s competitiveness and improve player performance. Although the developer publishes information regarding the probability of receiving rewards in a given category, the user still doesn’t know the contents of a specific pack at the time of purchase, and the decision to purchase is based on a random mechanism.
Yet another model is found in so-called gacha games, extremely popular, especially in Asian markets and in the mobile gaming segment. This mechanism is based on randomization of characters, equipment, or other items necessary for further progression in the game. A characteristic feature of gacha systems is their close connection to long-term user monetization. Players are encouraged to repeatedly make micropayments to obtain exceptionally rare characters or items, the probability of obtaining which can be extremely low. The literature indicates that these solutions most fully utilize the mechanisms of behavioral economics and the psychology of addiction.
However, the most controversial are third-party platforms that enable the trading of virtual items and participation in games of chance that use items from video games as a form of currency. These services operate independently of game developers, leveraging the existing market for skins or other digital goods to organize mechanisms reminiscent of classic casino games. Users deposit funds or use their virtual items to participate in lotteries, roulette, duels, or other games based on chance. Unlike traditional loot boxes offered by game producers, the participant’s goal is not only to obtain a specific item but often to achieve a tangible economic benefit resulting from the possibility of reselling it.
From a legal perspective, the differences between the presented models are crucial. Not every mechanism employing an element of randomness automatically leads to its classification as gambling. Factors that should be assessed include, first and foremost, the potential for financial gain, the existence of a secondary market, the method of financing participation, the possibility of withdrawing funds, and the actual impact of randomness on achieving a specific outcome. In practice, this means a case-by-case analysis of the specific business model, rather than adopting a uniform classification for all types of loot boxes .
This approach is also reflected in the practice of many European countries. Both administrative bodies and courts are increasingly moving away from abstract assessments of the lootbox mechanism itself, focusing instead on analyzing their actual operation and impact on consumer interests. Consequently, the current legal debate no longer revolves around the question of whether lootboxes as a category should be considered gambling, but rather which monetization models justify their inclusion in a specific regulatory regime.
Assessing the compliance of lootbox mechanisms with Polish law requires, above all, an analysis of the provisions of the Gambling Act of 19 November 2009. Although the legislature has not yet decided to introduce a separate definition of lootboxes, this does not mean that these mechanisms remain outside the scope of applicable regulations. On the contrary, in practice, their legal classification depends on whether the specific operating model meets the criteria for one of the games specified in the Act.
The basic premise of the Gambling Act is to subject activities in which the outcome depends on chance to a specific regime, and the participant gains the opportunity to obtain a specific financial or material benefit. The Act does not use the term “lootbox” because it was enacted at a time when modern computer game monetization models were practically nonexistent. This necessitates a functional interpretation, taking into account the economic nature of the mechanism in question, not just its name or the technical solutions adopted by the game developer.
A key element of most loot boxes is undoubtedly randomness. The user making the purchase neither knows the contents of the package nor has the ability to influence the outcome of the drawing. However, the mere presence of a random element is not sufficient to classify a given mechanism as gambling. In practice, the nature of the prize received by the participant and the ability to assign it a real economic value are equally important.
This is where a fundamental difference between classic loot boxes offered by game developers and the mechanisms used by third-party platforms for trading virtual items becomes apparent. If the item obtained through a draw has a purely aesthetic function and cannot be legally exchanged for cash or used outside of the game environment, the arguments for classifying such a mechanism as gambling are significantly weaker. The situation is different when the item is de facto a property that can be freely traded on the secondary market, yielding a real financial benefit.
In practice, the greatest controversy surrounds so-called skin gambling. In this model, users use items obtained in-game as a means of participating in subsequent games of chance organized by third parties. Skins, which were originally purely cosmetic, are beginning to function as a kind of digital currency with measurable economic value. This mechanism leads to a situation in which participants risk losing items of real-world value in exchange for the opportunity to win an even more valuable reward. This structure bears a much greater resemblance to classic gambling games than the traditional micropayment systems used by game developers.
At the same time, caution should be exercised before drawing too far-reaching conclusions. The mere existence of a secondary market does not automatically mean that every loot box should be classified as gambling. From a legal perspective, a case-by-case analysis of the entire business model is necessary, including, among other things, the method of acquiring virtual items, the possibility of their resale, the role of the game producer, the scope of control over the trade in digital assets, and the actual economic significance of the rewards. Consequently, two mechanisms utilizing an identical element of randomness may be subject to entirely different legal assessments.
This position is also reflected in the practice of Polish administrative bodies. To date, there has been no established practice of automatically classifying all loot boxes as gambling. Authorities focus instead on analyzing specific business models and assessing whether they meet the requirements of applicable regulations. This approach reflects the nature of the Gambling Act, which uses functional definitions, leaving authorities considerable scope for assessing individual factual circumstances.
In this context, the practice of entering certain online platforms into the Register of Domains Used to Offer Gambling Games in Contravention of the Act has become particularly significant. However, such an entry does not mean that all platforms utilizing the element of randomness conduct illegal activities. Each decision is preceded by an assessment of the specific operational model of the given service. Consequently, it cannot be assumed that the lootbox mechanism itself has been deemed illegal in Poland. It is not the abstract technical structure that is being assessed, but rather its practical application.
Under current law, it seems more appropriate to ask not whether loot boxes per se constitute gambling, but which of their numerous operating models demonstrate characteristics that justify the application of the provisions of the Gambling Act. This approach avoids oversimplification and better reflects the reality of the digital market, where solutions with widely varying levels of risk to consumers coexist.
At the same time, it should be noted that even if a given mechanism does not meet the criteria for gambling within the meaning of the Act, this does not mean there is a lack of legal oversight. Modern regulations increasingly refer to consumer protection instruments, counteracting manipulative practices, and ensuring the safety of children using digital services. Therefore, analysis of loot boxes cannot be limited solely to gambling law. Regulations regarding consumer protection, digital services, and designing interfaces in accordance with fair trading principles are gaining increasing importance, and in many cases, they may prove to be a more effective tool for protecting users than traditional gambling law instruments.
Loot boxes as a challenge to consumer protection law and the regulation of digital services
Although the debate surrounding loot boxes has for many years focused primarily on gambling law, a shift in regulatory direction is now becoming increasingly apparent, both at the national and European Union levels. Contemporary challenges related to random mechanisms in computer games concern not only the classification of specific models as gambling, but also the compliance of the practices employed with the principles of consumer protection, the protection of minors, and the fair design of digital services.
This change is primarily due to the development of the digital economy. The mechanisms used by game producers are increasingly based not on traditional product sales, but on long-term user engagement and gradual increase in spending through appropriately designed psychological solutions. This phenomenon is referred to in the literature as behavioral monetization, or monetization that leverages knowledge from cognitive psychology and behavioral economics. The goal of such mechanisms is not simply to facilitate a purchase, but to create an environment that encourages users to make subsequent purchasing decisions impulsively or emotionally.
Of particular importance in this regard are so-called dark patterns, referred to in Polish literature as manipulative or deceptive design patterns. These design solutions exploit the workings of human perception and decision-making processes to induce behaviors that are beneficial to the entrepreneur, but not necessarily aligned with the consumer’s true interests. In the case of loot boxes, these can take a variety of forms – from counters counting down the time until the end of a promotion, through messages about the limited availability of specific rewards, to elaborate animations that enhance the emotional experience of opening the packages.
These mechanisms are not coincidental. Psychological research indicates that a reward system based on a variable ratio reinforcement schedule is one of the most effective ways to maintain long-term user engagement. This same mechanism has been used for many years in classic gambling games, where the unpredictability of rewards maintains a high level of motivation for subsequent attempts. In the case of loot boxes, this mechanism is transferred to the computer gaming environment and combined with an attractive audiovisual setting and the ability to immediately make another purchase.
From the perspective of consumer protection law, a crucial question is whether the use of such solutions could lead to a violation of traders’ obligations arising from provisions on fair market practices. It should be noted that contemporary EU regulations increasingly place greater emphasis not only on the content of information provided to consumers, but also on the design of digital interfaces. Therefore, the subject of assessment is increasingly not the product or service itself, but rather the architecture of the purchasing process and the impact of the interface on the user’s freedom of decision-making.
Underage users are particularly important here. Both the European Commission and the European Parliament have repeatedly stated that children using digital services require a higher level of protection than the average consumer. This stems from their limited ability to assess economic risk and their greater susceptibility to persuasive techniques used by businesses. In practice, this means that solutions acceptable to adult users may be deemed disproportionate or unfair if they are primarily targeted at children and adolescents.
The importance of this issue has increased following the entry into force of Regulation (EU) 2022/2065 on the Digital Single Market (Digital Services Act – DSA). Although this act does not explicitly regulate lootbox mechanisms, it establishes a number of obligations regarding the design of digital services and the protection of users from practices that may negatively impact their decision-making autonomy. In particular, the DSA emphasizes the need to ensure a high level of protection for minors and limit the use of solutions that exploit the vulnerabilities of specific user groups. This trend indicates that future assessments of the legality of lootboxes will increasingly be conducted not only through the lens of gambling law but also taking into account consumer protection standards applicable in the digital environment.
In parallel, the European Commission is working on a legislative package known as Digital Fairness, which aims to adapt EU consumer protection regulations to the realities of the digital economy. Issues under review include manipulative design patterns, interface design that exploits user vulnerability, and mechanisms that exert excessive psychological pressure during purchasing decisions. Although the legislative work has not yet been completed, the direction of the proposed changes clearly indicates that future regulations may also cover monetization mechanisms used in video games.
The European Parliament also highlighted the need to enhance the protection of minors in its resolution of 26 November 2025 on the protection of children online. The document indicated that mechanisms such as loot boxes, in-game currencies, and other systems based on chance should be subject to special scrutiny from the perspective of protecting children from addictive and manipulative digital practices. While the resolution is non-binding, it provides an important political signal indicating the direction of future legislative action at the European Union level.
A separate but crucial element of the modern user protection system is the PEGI age rating. Starting in 2026, this system will adopt a more stringent approach to games featuring paid random mechanisms, recognizing them as solutions requiring a higher age rating. While the PEGI rating is not a source of law and does not in itself determine the legality of specific monetization models, it reflects a growing consensus on the need to provide greater protection for minors from mechanisms that utilize randomness and behavioral design techniques.
The above circumstances lead to the conclusion that the future of loot box regulation will likely be shaped primarily by regulations concerning consumer protection and digital services, rather than solely by traditional gambling law instruments. While the Gambling Act focuses on the qualification of specific business models, contemporary EU regulations increasingly assess the design of digital services and their impact on the autonomy of user decisions. Consequently, assessing the legality of loot boxes in the future will require comprehensive consideration of both gambling law and regulations concerning consumer protection, digital services, and children’s rights.
The lack of a uniform definition of loot boxes in European Union law has led individual member states to develop different models for regulating this phenomenon. These differences concern not only the legal classification of random-based mechanisms but, above all, the assessment of the risks loot boxes pose to consumers, especially minors. As a result, the European Union currently boasts both countries adopting a very restrictive approach and jurisdictions that prefer to analyze individual business models rather than create separate statutory regulations.
Belgium has taken the most stringent stance for many years. The Belgian Gaming Commission has determined that certain lootbox mechanisms meet the criteria for gambling if the participant pays a fee, the outcome depends on chance, and the reward represents a specific economic value. Consequently, some game producers have decided to remove paid lootboxes from the Belgian market or significantly limit their functionality. This solution was primarily preventative in nature and aimed at limiting children and adolescents’ exposure to mechanisms that utilize randomness as a monetization tool .
The Dutch experience was different. For many years, the Dutch supervisory authority took a similar stance to the Belgian one, deeming certain lootbox models to be in violation of gambling regulations. The dispute concerned one of the most popular monetization models used by Electronic Arts became the subject of years of administrative and court proceedings. However, the final rulings demonstrated that the classification of loot boxes cannot be based solely on the presence of an element of randomness, but requires consideration of the overall economic structure of the game, the method of trading virtual goods, and the actual potential for financial gain for the user. The Dutch experience thus highlighted the difficulties associated with applying traditional definitions of gambling law to new business models operating in the digital economy.
At the opposite extreme is the approach adopted in Poland. To date, Polish lawmakers have not decided to create separate regulations regarding loot boxes or introduce a statutory definition. This means that the assessment of individual models is based on applicable gambling regulations and an analysis of the specific factual circumstances. This approach provides administrative bodies with significant interpretative flexibility, but also limits predictability for businesses operating in the digital market.
The practice of Polish authorities indicates that a functional assessment of the specific business model is crucial. In the case of platforms enabling the use of virtual items as a means of participating in games of chance, authorities may apply the instruments provided for in the Gambling Act, including entry into the Register of Domains Used to Offer Gambling Games Contrary to the Act. However, this does not automatically mean that all loot boxes used in computer games are illegal. The Polish model is therefore based on an analysis of the economic impact of a given solution, not on an abstract assessment of the randomness mechanism itself.
An analysis of the solutions adopted in individual countries leads to the conclusion that what is becoming increasingly important is not simply classifying loot boxes as gambling, but rather protecting consumers from the psychological mechanisms that lead to excessive spending or compulsive behavior. Therefore, many countries are beginning to perceive the loot box problem as an issue that goes beyond traditional gambling law and requires the use of instruments appropriate to consumer law and digital market regulation.
This approach also aligns with actions undertaken at the European Union level. The European Commission and the European Parliament increasingly point out that the fragmentation of national regulatory models can lead to uneven levels of user protection in the digital single market. The global nature of game producers’ operations means that businesses operate simultaneously in multiple markets, adapting their business models to the most stringent requirements in force in individual countries. In practice, this means that future legal solutions will likely aim for greater harmonization of consumer protection standards at the EU level.
However, this doesn’t mean a complete ban on loot boxes is necessary. A much more likely approach would be to introduce requirements regarding the transparency of random mechanisms, the publication of actual reward probabilities, more effective age verification of users, and restrictions on the use of solutions that exploit the vulnerability of children and adolescents to persuasive techniques. Such a regulatory model would preserve the possibility of using micropayments as a legal method of financing computer games while simultaneously strengthening consumer protection.
From the perspective of Polish law, the experiences of other European countries have significant interpretative significance. They demonstrate that mechanisms operating at the intersection of gambling and digital services cannot be assessed solely through the lens of classic legal constructs developed for traditional casinos or lotteries. The development of the digital economy requires a more comprehensive approach, taking into account both the economic significance of virtual goods and the impact of interface design on consumer decisions. Consequently, the future model for regulating loot boxes will likely be based on a combination of instruments from gambling law, consumer protection law, and regulations governing digital services, rather than the exclusive application of one of these legal regimes.
The analysis leads to the conclusion that current Polish law does not allow for a uniform legal classification of all lootbox mechanisms. Despite the growing number of voices calling for the recognition of lootboxes as a form of gambling, the current legal status does not provide a basis for automatically subjecting this entire product category to the provisions of the Gambling Act of 19 November 2009. Each assessment requires consideration of the actual operation of the specific business model, the nature of the prize, the potential for further turnover, and the economic impact of user participation in the random mechanism.
This doesn’t mean, however, that the current regulations remain entirely insufficient. With respect to some models operating on the market – particularly platforms that use virtual items as a means of participating in games of chance or enabling their exchange for cash – current regulations may be applicable. The practice of administrative bodies to date demonstrates that the Gambling Act remains an instrument that helps counteract the riskiest forms of activity, especially when virtual goods begin to function as an equivalent of money or property.
At the same time, it’s important to note that the vast majority of modern loot boxes don’t pose a classic gambling law problem. Their primary purpose isn’t to organize games of chance in the traditional sense, but to create a monetization model that leverages psychological mechanisms that increase user propensity to make subsequent purchases. For this reason, the current regulatory debate is increasingly shifting from gambling law toward consumer protection law and the regulation of digital services.
It seems that this is precisely the direction that Polish lawmakers should also adopt. Attempting to classify all loot boxes as gambling would oversimplify the extremely diverse digital market. A much more rational solution seems to be creating separate regulatory obligations for mechanisms that utilize randomness, without the need for automatic application of the entire gambling law regime.
First and foremost, it seems reasonable to introduce full transparency into random mechanisms. Before making a purchase, users should be able to familiarize themselves with the actual probability of winning individual prizes, how the randomization algorithm works, and whether this probability remains constant for all participants. Such solutions already exist in some computer games, but currently they are primarily driven by voluntary decisions by businesses or requirements in specific foreign markets.
The second direction of change should be to strengthen the protection of underage users. In light of current psychological knowledge and the positions of EU institutions, there is little doubt that children are particularly susceptible to the influence of mechanisms based on a variable reward system. Therefore, it seems reasonable to consider limiting the ability of people under a certain age to purchase paid loot boxes or introducing mandatory parental control mechanisms to effectively manage minors’ expenses.
Regardless of the above, legislators should consider introducing more detailed regulations regarding third-party platforms enabling the trading of virtual items. It is this market segment that currently raises the greatest concerns from the perspective of consumer protection and compliance with the Gambling Act. In particular, situations in which items obtained in-game become a means of participation in subsequent games of chance or can be directly converted into cash require analysis. In such cases, the line between a digital service and gambling activity becomes significantly blurred, justifying the application of more restrictive oversight measures.
Obligations regarding marketing activities should also be a crucial element of future regulations. In practice, loot boxes are primarily promoted through influencers and online creators, whose audiences often include minors. While advertising collaborations in and of themselves cannot be deemed unacceptable, situations in which marketing messages exclusively emphasize the possibility of winning exceptionally valuable prizes, disregarding the actual probability of winning them, or employing techniques that could create unreasonable expectations among recipients regarding potential benefits, require special consideration. In this regard, both consumer protection regulations and regulations regarding the integrity of advertising messages may apply.
The issues presented demonstrate that the issue of loot boxes is not limited to gambling law. In fact, it exemplifies a much broader phenomenon involving the use of advanced digital design techniques to influence users’ economic decisions. Technological advancements increasingly render traditional private and public law frameworks inadequate for assessing new business models based on user behavior analysis and interface design that maximizes consumer engagement and spending.
Consequently, the future of loot box regulation will likely depend less on further expansion of the definition of gambling than on the development of European consumer protection standards in the digital environment. Regulations on the transparency of digital services, countering manipulative design patterns, and ensuring a high level of protection for children using the internet are becoming increasingly important . These instruments may become the primary tool for mitigating the risks associated with loot box operations in the coming years.
It should therefore be assumed that effective regulation of this phenomenon requires a multifaceted approach, combining instruments of gambling law, consumer protection law, and digital market regulation. Only such a comprehensive solution will achieve the right balance between the freedom of game producers to conduct business and the need to ensure a high level of protection for users, particularly children and adolescents, who remain most vulnerable to the negative effects of random-based mechanisms.