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4 Interactive Ent. L. Rev. 1 (2021)

handle is hein.journals/iacentv4 and id is 1 raw text is: 1

'The ultimate unboxing: in search of the right
questions to ask about loot boxes'

Loot boxes - defined loosely as virtual items purchasable
with real money, which contain randomized in-game
content of unknown value - are a very profitable mone-
tization mechanism in contemporary video games. The
plethora of issues surrounding loot boxes inevitably
leads to the question of an adequate regulatory response.
Legal responses have been deployed in various jurisdic-
tions but faced several limitations. First, the responses
are very divergent. Some jurisdictions view this form
of monetization through the lens of gambling laws, con-
sumer protection laws, and often - being conscious of
the additional risks which loot boxes pose to under-age
players - are increasingly addressing these issues under
child protection laws. Thus, the broad array of issues
triggered by loot boxes allows qualifying these within
various regulatory fields. The possibility to place these
in different regulatory 'boxes' inevitably leads to incon-
sistent regulatory outcomes. Finally, the very fact that
a consistent definition of what constitutes a loot box
remains elusive exacerbates the situation as well.
Furthermore, the global set up of the video game
industry and the ubiquity of online gaming with users
worldwide make the issues global by design. Fragmented
and divergent regulatory responses to loot boxes on a
country-by-country approach is suboptimal, and raise
the daunting spectre of video game developers and pub-
lishers having to create parallel versions of the same
video game in order to comply with the regulations in
force in different jurisdictions - a prospect that seems
both expensive and impractical. In these cases of regula-
tory deficiency, self-regulation is often mooted as a means
for resolving the challenges presented by loot boxes. To
date, however, the approach of the video game industry
has been reactive rather than proactive, and a coordi-
nated, industry-wide response has yet to emerge. The
window for a self-regulatory approach is closing quickly -
if it has not done so already - and divergences of posi-
tion within the industry mean that it is unlikely that
an industry-wide model for self-regulation will be devel-
oped within the short term. This has resulted in a regu-
latory vacuum, which has come to be dominated by a
polemical strain of commentary that paints a complex
issue in starkly black and white terms. This might
explain the current state of affairs in relation to the reg-
ulation of loot boxes: a very polarized and heated debate,
which often misses the crucial issues at stakes, and risks

leading regulators toward unnecessary new legislation
which is difficult to enforce.
It is against this backdrop that we have chosen to
publish an issue of the Interactive Entertainment Law
Review that is devoted exclusively to the topic of loot
boxes. In their provocative article 'Getting under your
skin(s): a legal-ethical exploration of Fortnite's transfor-
mation into a content delivery platform and its manipu-
lative potential', Marijn Sax and Jef Ausloos examine the
freemium business model through the lens of the ethical
theory of manipulation, using Fortnite - one of the most
popular and profitable video games in the world - as a
case study. In doing so, they also consider how European
data protection and consumer protection laws might
potentially serve as regulatory tools. Leon Xiao's 'Regu-
lating loot boxes as gambling? Towards a combined
legal and self-regulatory consumer protection approach'
provides a critique of existing regulatory approaches,
particularly those rooted in gambling laws, and puts for-
ward a model of co-regulation. In 'Should loot boxes be
considered gambling or can Self-Regulation and Corpo-
rate Social Responsibility solve the loot box issue? A
review of current UK law and international legislation',
Daniel James Harvey highlights the difficulties with clas-
sifying loot boxes as a form of gambling under UK law,
and ultimately rejects self-regulation and corporate
social responsibility as possible regulatory approaches,
focusing instead on the potential of child protection
laws to mitigate the risks of loot boxes and similar mon-
etization mechanisms to under-age players. Finally, Peter
Honer's article 'Limiting the loot box: overview and dif-
ficulties of a common EU response' outlines the difficul-
ties of a common EU approach in regulating loot boxes
and proposes that a hybrid regulatory approach adopt-
ing gambling law, self-regulation and consumer law
could be the way ahead.
Some final words: being the first academic journal that
covers interactive entertainment law, IELR has strived to
provide a platform for rigorous academic debate and
exchange of ideas. From its inception in 2018, it has
grown to become an important and leading voice and
channel for developing this growing field of law. As edi-
tors, we are aware that this special issue touches on a
very controversial topic. The articles in this issue have
undergone a tight editorial and additional double (or
even treble)-blind peer-review process. We see these

Journal compilation © 2021 Edward Elgar Publishing Ltd

10.4337/ielr.2021.01.00

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