Loot Box Regulation in New South Wales, Australia
Corresponding Author(s) : Dr. Seppy Pour
Journal of Law and Emerging Technologies,
Vol. 5 No. 1 (2025)
Abstract
The widespread adoption of the internet in Australia has transformed digital interactions, particularly within the gaming industry, where loot boxes have emerged as a prominent monetization model. This paper explores the controversial nature of loot boxes, focusing on their "pay-to-win" implications and their resemblance to gambling, especially concerning minors. By examining Lessig's four modalities of constraint—law, social norms, markets, and architecture—this study evaluates how these frameworks have been applied in New South Wales (NSW) and across Australia to regulate loot boxes. Despite limited legal action at both state and federal levels, this paper highlights recent regulatory developments, such as new classification guidelines for video games with gambling-like content. The study further explores the social and market dynamics influencing loot box consumption and discusses the potential for architectural interventions to mitigate associated harms. The paper argues for a more comprehensive regulatory approach in NSW that acknowledges the gambling-like risks posed by loot boxes, particularly to vulnerable populations.
Keywords
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- Aghdaie, N., Kolen, J., Matter, M. M., Sardari, M., Xue, S., Zaman, K. A., & Moss, K. A. (2017) Dynamic difficulty adjustment (United States Patent No. US20170259177A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20170259177
- Assael, S. (2017, January 20). Skin in the Game. ESPN. https://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager-compulsive-gambler
- Australian Communications and Media Authority. (2022). How we use the internet Executive summary and key findings. Communications and media in Australia series. https://www.acma.gov.au/sites/default/files/2023-03/HOWWEU~1.PDF
- Deans, E. G., Thomas, S. L., Derevensky, J., & Daube, M. (2017). The influence of marketing on the sports betting attitudes and consumption behaviours of young men: implications for harm reduction and prevention strategies. Harm Reduction Journal, 14, 1–12. https://doi.org/10.1186/s12954-017-0131-8 DOI: https://doi.org/10.1186/s12954-017-0131-8
- Dickey, R., (2011, November 15). Roger Dickey on how to monetize games. Money Talks. https://vimeo.com/32161327
- Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M. E., & Müller, K. W. (2017). Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder. Addictive Behaviors, 64, 328–333. https://doi.org/10.1016/j.addbeh.2016.03.008 DOI: https://doi.org/10.1016/j.addbeh.2016.03.008
- Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature human behaviour. 2(8). 530–532. https://doi.org/10.1038/s41562-018-0360-1 DOI: https://doi.org/10.1038/s41562-018-0360-1
- Drummond, A., Hall, L. C., & Sauer, J. D. (2022). Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games. Scientific Reports, 12(1), 16128. https://doi.org/10.1038/s41598-022-20549-1 DOI: https://doi.org/10.1038/s41598-022-20549-1
- Drummond, A. (2023, March 1). Committee Hansard. Standing Committee on Social Policy and Legal Affairs Inquiry into Online gambling and its impacts of those experiencing gambling harm: You win some, you lose more. Parliament of Australia
- Greer, N., Boyle, C. M. & Jenkinson, R. (2022). Harms associated with loot boxes, simulated gambling and other in-game purchases in video games: a review of the evidence. Australian Institute of Family Studies
- Greer, N., Rockloff, M., Hing, N., Browne, M., & King, D. L. (2023). Skin gambling contributes to gambling problems and harm after controlling for other forms of traditional gambling. Journal of Gambling Studies, 39, 225–247. https://doi.org/10.1007/s10899-022-10111-z DOI: https://doi.org/10.1007/s10899-022-10111-z
- Hing, N., Russell, A. M. T., King, D. L., Rockloff, M., Browne, M., Greer, N., et al. (2020a). NSW Youth Gambling Study 2020. Haymarket, NSW: NSW Responsible Gambling Fund.
- Hing N, Russell A, King D, Rockloff M, Browne M, Greer N, Newall P, Sproston K, Chen L and Coughlin S (2020) NSW Youth Gambling Study 2020. Sydney: NSW Responsible Gambling Fund.
- Hing, N., Lole, L., Thorne, H., Sproston, K., Hodge, N., & Rockloff, M. (2023). ‘It Doesn’t Give Off the Gambling Vibes… It Just Feels Like a Part of the Game’: Adolescents’ Experiences and Perceptions of Simulated Gambling While Growing Up. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-023-01119-6 DOI: https://doi.org/10.31234/osf.io/ewhrn
- House of Representatives Standing Committee on Social Policy and Legal Affairs. (2023). You win some, you lose more. Parliament of Australia
- Joseph, D. (2021). Battle pass capitalism. Journal of Consumer Culture, 21(1), 68–83
- https://doi.org/10.1177/1469540521993930 DOI: https://doi.org/10.1177/1469540521993930
- Juniper Research (2021) Juniper Research Video game loot boxes to generate over $20 billion in revenue by 2025, but tightening legislation will slow growth. https://www.juniperresearch.com/press/video-game-loot-boxes-to-generate-over-%2420-billion
- King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., & Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j.chb.2019.07.017 DOI: https://doi.org/10.1016/j.chb.2019.07.017
- Lemmens, J. S. (2022). Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team. Telematics and Informatics Reports, 8, 100023. https://doi.org/10.1016/j.teler.2022.100023 DOI: https://doi.org/10.1016/j.teler.2022.100023
- Lessig, L. (2006). Code: Version 2.0 (1st Ed, Basic Books).
- Marr, M. D., Kaplan, K. S., & Lewis, N. T. (2016). System and method for driving microtransactions in multiplayer video games (United States Patent No. US20160005270A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20160005270A1/en
- Petrovskaya, E. & Zendle, D. (2021) Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective. Journal of Business Ethics 181, 1065–1081. https://doi.org/10.1007/s10551-021-04970-6 DOI: https://doi.org/10.1007/s10551-021-04970-6
- Pour, S. (2024). Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis. Journal of Digital Technologies and Law, 2(2), 345–371. https://doi.org/10.21202/jdtl.2024.18 DOI: https://doi.org/10.21202/jdtl.2024.18
- Primi, C., Sanson, F., Vecchiato, M., Serra, E., & Donati, M. A. (2022). Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy. Frontiers in psychology, 13, 1009129. https://doi.org/10.3389/fpsyg.2022.1009129 DOI: https://doi.org/10.3389/fpsyg.2022.1009129
- Ramezani, C. A. & Ahern, J. J. (2023). How Do Financial Market Outcomes Affect Gambling?. J Risk Financial Manag, 16(6), 294–318. https://doi.org/10.3390/jrfm16060294 DOI: https://doi.org/10.3390/jrfm16060294
- Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2020). Loot Boxes: Are they grooming youth for gambling? Haymarket, NSW: NSW Responsible Gambling Fund. https://doi.org/10.25946/5ef151ac1ce6f
- Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2021). Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia. Journal of Behavioral Addictions, 10(1), 35–41. https://doi.org/10.1556/2006.2021.00007 DOI: https://doi.org/10.1556/2006.2021.00007
- Russell, A. M. T., Armstrong, T., Rockloff, M., Greer, N., Hing, N., & Browne, M. (2020). Exploring the changing landscape of gambling in childhood, adolescence and young adulthood. Haymarket, NSW: NSW Responsible Gambling Fund.
- Senate Environment and Communications References Committee. (2018). Gaming micro-transactions for chance-based items. Parliament of Australia.
- Şimşek, T. & Weidner, L. (2024). The Effect of Inequality and Prosperity on the European Market for Gambling Machines: A Socioeconomic Panel Analysis. J Gambl Stud, 40(1), 107–129. https://doi.org/10.1007%2Fs10899-023-10213-2 DOI: https://doi.org/10.1007/s10899-023-10213-2
- Sirola, A., Nyrhinen, J., Nuckols, J. & Wilska, T. (2023) Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling. Addict Behav Rep, 100516. https://doi.org/10.1016%2Fj.abrep.2023.100516 DOI: https://doi.org/10.1016/j.abrep.2023.100516
- Staddon, J. E. R, & Cerutti, D. T. (2003). Operant conditioning. Annual Review of Psychology, 54, 115–144. https://doi.org/10.1146/annurev.psych.54.101601.145124 DOI: https://doi.org/10.1146/annurev.psych.54.101601.145124
- Xiao, L. Y., Fraser, T. C., Nielsen, R. K. L. & Newall, P. W. S. (2024) Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey. Addictive Behaviours, 148, 107860. https://doi.org/10.1016/j.addbeh.2023.107860 DOI: https://doi.org/10.1016/j.addbeh.2023.107860
- Xiao, L. Y. & Henderson, L. L. (2021). Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro. Int J Ment Health Addiction, 19, 177–192. https://doi.org/10.1007/s11469-019-00164-4 DOI: https://doi.org/10.1007/s11469-019-00164-4
- Zendle. D. (2021, December 24), Exclusive Interview with Dr. David Zendle (loot boxes). Good Measure Podcast. https://www.youtube.com/watch?v=si9uaeQcpmk
- Zendle, D., & Cairns, P. (2019). Video game loot boxes are again linked to problem gambling: Results of a largescale survey. PLoS ONE, 14(3), e0214167. https://doi.org/10.1371/journal.pone.0214167 DOI: https://doi.org/10.1371/journal.pone.0214167
- Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010–2019. PLoS ONE, 15(5), e0232780. https://doi.org/10.1371/journal.pone.0232780 DOI: https://doi.org/10.1371/journal.pone.0232780
- Zuriff, G. E. (1970). A comparison of variable‐ratio and variable‐interval schedules of reinforcement. Journal of the Experimental Analysis of Behavior, 13(3), 369–374. https://doi.org/10.1901/jeab.1970.13-369 DOI: https://doi.org/10.1901/jeab.1970.13-369
References
Aghdaie, N., Kolen, J., Matter, M. M., Sardari, M., Xue, S., Zaman, K. A., & Moss, K. A. (2017) Dynamic difficulty adjustment (United States Patent No. US20170259177A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20170259177
Assael, S. (2017, January 20). Skin in the Game. ESPN. https://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager-compulsive-gambler
Australian Communications and Media Authority. (2022). How we use the internet Executive summary and key findings. Communications and media in Australia series. https://www.acma.gov.au/sites/default/files/2023-03/HOWWEU~1.PDF
Deans, E. G., Thomas, S. L., Derevensky, J., & Daube, M. (2017). The influence of marketing on the sports betting attitudes and consumption behaviours of young men: implications for harm reduction and prevention strategies. Harm Reduction Journal, 14, 1–12. https://doi.org/10.1186/s12954-017-0131-8 DOI: https://doi.org/10.1186/s12954-017-0131-8
Dickey, R., (2011, November 15). Roger Dickey on how to monetize games. Money Talks. https://vimeo.com/32161327
Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M. E., & Müller, K. W. (2017). Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder. Addictive Behaviors, 64, 328–333. https://doi.org/10.1016/j.addbeh.2016.03.008 DOI: https://doi.org/10.1016/j.addbeh.2016.03.008
Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature human behaviour. 2(8). 530–532. https://doi.org/10.1038/s41562-018-0360-1 DOI: https://doi.org/10.1038/s41562-018-0360-1
Drummond, A., Hall, L. C., & Sauer, J. D. (2022). Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games. Scientific Reports, 12(1), 16128. https://doi.org/10.1038/s41598-022-20549-1 DOI: https://doi.org/10.1038/s41598-022-20549-1
Drummond, A. (2023, March 1). Committee Hansard. Standing Committee on Social Policy and Legal Affairs Inquiry into Online gambling and its impacts of those experiencing gambling harm: You win some, you lose more. Parliament of Australia
Greer, N., Boyle, C. M. & Jenkinson, R. (2022). Harms associated with loot boxes, simulated gambling and other in-game purchases in video games: a review of the evidence. Australian Institute of Family Studies
Greer, N., Rockloff, M., Hing, N., Browne, M., & King, D. L. (2023). Skin gambling contributes to gambling problems and harm after controlling for other forms of traditional gambling. Journal of Gambling Studies, 39, 225–247. https://doi.org/10.1007/s10899-022-10111-z DOI: https://doi.org/10.1007/s10899-022-10111-z
Hing, N., Russell, A. M. T., King, D. L., Rockloff, M., Browne, M., Greer, N., et al. (2020a). NSW Youth Gambling Study 2020. Haymarket, NSW: NSW Responsible Gambling Fund.
Hing N, Russell A, King D, Rockloff M, Browne M, Greer N, Newall P, Sproston K, Chen L and Coughlin S (2020) NSW Youth Gambling Study 2020. Sydney: NSW Responsible Gambling Fund.
Hing, N., Lole, L., Thorne, H., Sproston, K., Hodge, N., & Rockloff, M. (2023). ‘It Doesn’t Give Off the Gambling Vibes… It Just Feels Like a Part of the Game’: Adolescents’ Experiences and Perceptions of Simulated Gambling While Growing Up. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-023-01119-6 DOI: https://doi.org/10.31234/osf.io/ewhrn
House of Representatives Standing Committee on Social Policy and Legal Affairs. (2023). You win some, you lose more. Parliament of Australia
Joseph, D. (2021). Battle pass capitalism. Journal of Consumer Culture, 21(1), 68–83
https://doi.org/10.1177/1469540521993930 DOI: https://doi.org/10.1177/1469540521993930
Juniper Research (2021) Juniper Research Video game loot boxes to generate over $20 billion in revenue by 2025, but tightening legislation will slow growth. https://www.juniperresearch.com/press/video-game-loot-boxes-to-generate-over-%2420-billion
King, D. L., Delfabbro, P. H., Gainsbury, S. M., Dreier, M., Greer, N., & Billieux, J. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior, 101, 131–143. https://doi.org/10.1016/j.chb.2019.07.017 DOI: https://doi.org/10.1016/j.chb.2019.07.017
Lemmens, J. S. (2022). Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team. Telematics and Informatics Reports, 8, 100023. https://doi.org/10.1016/j.teler.2022.100023 DOI: https://doi.org/10.1016/j.teler.2022.100023
Lessig, L. (2006). Code: Version 2.0 (1st Ed, Basic Books).
Marr, M. D., Kaplan, K. S., & Lewis, N. T. (2016). System and method for driving microtransactions in multiplayer video games (United States Patent No. US20160005270A1). U.S. Patent and Trademark Office. https://patents.google.com/patent/US20160005270A1/en
Petrovskaya, E. & Zendle, D. (2021) Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective. Journal of Business Ethics 181, 1065–1081. https://doi.org/10.1007/s10551-021-04970-6 DOI: https://doi.org/10.1007/s10551-021-04970-6
Pour, S. (2024). Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis. Journal of Digital Technologies and Law, 2(2), 345–371. https://doi.org/10.21202/jdtl.2024.18 DOI: https://doi.org/10.21202/jdtl.2024.18
Primi, C., Sanson, F., Vecchiato, M., Serra, E., & Donati, M. A. (2022). Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy. Frontiers in psychology, 13, 1009129. https://doi.org/10.3389/fpsyg.2022.1009129 DOI: https://doi.org/10.3389/fpsyg.2022.1009129
Ramezani, C. A. & Ahern, J. J. (2023). How Do Financial Market Outcomes Affect Gambling?. J Risk Financial Manag, 16(6), 294–318. https://doi.org/10.3390/jrfm16060294 DOI: https://doi.org/10.3390/jrfm16060294
Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2020). Loot Boxes: Are they grooming youth for gambling? Haymarket, NSW: NSW Responsible Gambling Fund. https://doi.org/10.25946/5ef151ac1ce6f
Rockloff, M., Russell, A. M. T., Greer, N., Lole, L., Hing, N., & Browne, M. (2021). Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia. Journal of Behavioral Addictions, 10(1), 35–41. https://doi.org/10.1556/2006.2021.00007 DOI: https://doi.org/10.1556/2006.2021.00007
Russell, A. M. T., Armstrong, T., Rockloff, M., Greer, N., Hing, N., & Browne, M. (2020). Exploring the changing landscape of gambling in childhood, adolescence and young adulthood. Haymarket, NSW: NSW Responsible Gambling Fund.
Senate Environment and Communications References Committee. (2018). Gaming micro-transactions for chance-based items. Parliament of Australia.
Şimşek, T. & Weidner, L. (2024). The Effect of Inequality and Prosperity on the European Market for Gambling Machines: A Socioeconomic Panel Analysis. J Gambl Stud, 40(1), 107–129. https://doi.org/10.1007%2Fs10899-023-10213-2 DOI: https://doi.org/10.1007/s10899-023-10213-2
Sirola, A., Nyrhinen, J., Nuckols, J. & Wilska, T. (2023) Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling. Addict Behav Rep, 100516. https://doi.org/10.1016%2Fj.abrep.2023.100516 DOI: https://doi.org/10.1016/j.abrep.2023.100516
Staddon, J. E. R, & Cerutti, D. T. (2003). Operant conditioning. Annual Review of Psychology, 54, 115–144. https://doi.org/10.1146/annurev.psych.54.101601.145124 DOI: https://doi.org/10.1146/annurev.psych.54.101601.145124
Xiao, L. Y., Fraser, T. C., Nielsen, R. K. L. & Newall, P. W. S. (2024) Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey. Addictive Behaviours, 148, 107860. https://doi.org/10.1016/j.addbeh.2023.107860 DOI: https://doi.org/10.1016/j.addbeh.2023.107860
Xiao, L. Y. & Henderson, L. L. (2021). Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro. Int J Ment Health Addiction, 19, 177–192. https://doi.org/10.1007/s11469-019-00164-4 DOI: https://doi.org/10.1007/s11469-019-00164-4
Zendle. D. (2021, December 24), Exclusive Interview with Dr. David Zendle (loot boxes). Good Measure Podcast. https://www.youtube.com/watch?v=si9uaeQcpmk
Zendle, D., & Cairns, P. (2019). Video game loot boxes are again linked to problem gambling: Results of a largescale survey. PLoS ONE, 14(3), e0214167. https://doi.org/10.1371/journal.pone.0214167 DOI: https://doi.org/10.1371/journal.pone.0214167
Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010–2019. PLoS ONE, 15(5), e0232780. https://doi.org/10.1371/journal.pone.0232780 DOI: https://doi.org/10.1371/journal.pone.0232780
Zuriff, G. E. (1970). A comparison of variable‐ratio and variable‐interval schedules of reinforcement. Journal of the Experimental Analysis of Behavior, 13(3), 369–374. https://doi.org/10.1901/jeab.1970.13-369 DOI: https://doi.org/10.1901/jeab.1970.13-369