Journal of Business & Technology Law Journal of Business & Technology Law
Volume 18 Issue 2 Article 7
Gamble-to-Win: Regulating Video Game Loot Boxes Under the Gamble-to-Win: Regulating Video Game Loot Boxes Under the
FTC’s Unfair and Deceptive Practices Doctrines FTC’s Unfair and Deceptive Practices Doctrines
Cole Shardelow
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Gamble-to-Win: Regulating Video Game Loot Boxes Under the FTC’s Unfair and Deceptive
Practices Doctrines
, 18 J. Bus. & Tech. L. 331 (2023)
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Journal of Business & Technology Law 331
Gamble-to-Win: Regulating Video Game
Loot Boxes Under the FTC’s Unfair and
Deceptive Practices Doctrines
COLE SHARDELOW*
INTRODUCTION
Teenager Jonathan Peniket is an avid player of the soccer video game series FIFA,
and he fondly remembers playing the series’ games since the release of FIFA 2005.
1
In 2009, FIFA offered a new game mode called Ultimate Team, in which users could
spend real money to purchase trading cards of their favorite soccer players and use
those players within the game.
2
To acquire new soccer players, FIFA users could not
purchase specific trading cards outright; instead, users purchased packs containing
random cards with soccer players of varying quality.
3
As Peniket began purchasing
card packs, he repeatedly failed to receive his favorite players.
4
The impulse to see
if he could get lucky and receive a quality player combined with stress from school
created a compulsive need to buy more packs.
5
By the time his purchasing spree
ended, Peniket had spent almost £3,000his entire college savings.
6
The
randomized trading card feature FIFA used is known as a loot box, and it is one of
many games that offers such a feature.
7
J.D. Candidate 2024, University of Maryland Francis King Carey School of Law. I would like to thank Professor
Alexi Pfeffer-Gillett and the editors of the Journal of Business & Technology Law for their valuable ideas and
feedback. I would especially like to thank my parents, Scott and Diane Shardelow, and Lucy Nielsen for their
endless love and encouragement.
1
. Felicity Hannah & Jane Andrews, Loot Boxes: I Blew my University Savings Gaming on FIFA, BBC (July 9,
2020), https://www.bbc.com/news/business-53337020.
2
. Id.
3
. Id.
4
. Id.
5
. Id. (I was throwing £80 into the game four or five times a night.). Penikets anxious encounters with
video game loot boxes are far from unique. See, e.g., Ellen McGrody, For Many Players, Lootboxes Are a Crisis
Thats Already Here, VICE (Jan. 30, 2018, 2:08 PM), https://www.vice.com/en/article/kznmwa/for-many-
players-lootboxes-are-a-crisis-thats-already-here (recounting testimony of players experiencing addiction,
shame, depression, and suicidal thoughts because of excessive loot box purchases).
6
. Hannah & Andrews, supra note 1.
7
. See, e.g., David Zendle et al., The Prevalence of Loot Boxes in Mobile and Desktop Games, 115 ADDICTION
1768, 1770 (2020) (finding 59% of the top grossing mobile games on iPhone contained loot boxes).
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Loot boxes are in-game rewards that are earned through either playing a game
or spending real money.
8
A loot box’s defining feature is its randomized rewards, in
which the player has a certain probability of receiving each type of reward within
the loot box.
9
For example, a loot box may present a high probability of rewarding
a bland outfit for a user’s in-game character but only offer a small chance of
rewarding an eye-catching, unique outfit.
10
Loot boxes provide a significant and continuously growing source of revenue for
the video game industry. Players spent an estimated $15 billion on loot boxes in
2020, and these purchases are expected to generate $20 billion by 2025.
11
In 2023,
loot boxes are predicted to be one of the central forces driving an estimated 30%
increase in the value of the gaming industry.
12
While loot boxes are a financial boon for the video game industry, mounting
evidence suggests they are a financial and mental burden for users.
13
Studies have
found a correlation between loot box usage and gambling behaviors.
14
Researchers
from the universities of Plymouth and Wolverhampton found just 5% of loot box
purchasers produced 50% of loot box revenues.
15
One major cause of addictive loot
box behaviors is in how loot boxes are designed. For instance, many loot boxes
obfuscate their actual cost by requiring multiple virtual currency exchanges or by
hiding the probability of receiving rare items.
16
These tactics were used to drive loot
box purchases in Diablo Immortal, in which an estimated $100,000 is required to
fully upgrade an in-game character.
17
8
. Isobel Hamilton, Theres a Debate Raging in Video Games Over Whether Loot Boxes Should be Classified
as Gambling, BUSINESS INSIDER (July 5, 2020, 5:22 AM), https://www.businessinsider.com/classifying-video-
game-loot-boxes-as-gambling-2020-7.
9
. Id.
10
. Id.
11
. Matt Gardner, The Gaming Industrys Loot Box Problem is About to Get Worse, FORBES (Mar. 11, 2021,
5:00 AM), https://www.forbes.com/sites/mattgardner1/2021/03/11/the-gaming-industrys-loot-box-problem-
is-going-to-get-worse/?sh=5b60c8fc4425.
12
. Id.
13
. See infra text accompanying notes 1417.
14
. E.g., Kengo Yokomitsu et al., Characteristics of Gamers who Purchase Loot Box: A Systematic Literature
Review, 8 CURRENT ADDICTION REPS. 481, 481 (2021); Stuart Gordon Spicer et al., Loot Boxes and Problem
Gambling: Investigating the Gateway Hypothesis, ADDICTIVE BEHAVS., August 2022, at 1, 1 (finding loot box
purchases lead to future gambling and vice versa).
15
. JAMES CLOSE & JOANNE LLOYD, LIFTING THE LID ON LOOT-BOXES: CHANCE-BASED PURCHASES IN VIDEO GAMES AND THE
CONVERGENCE OF GAMING AND GAMBLING 3 (2021).
16
. Id. at 2.
17
. Paul Tassi, Diablo Immortal Player Spends $100K to Max His Character, Now Too Powerful to
Matchmake, FORBES (Aug. 7, 2022, 11:52 AM), https://www.forbes.com/sites/paultassi/2022/08/07/diablo-
immortal-player-spends-100k-to-max-his-character-now-too-powerful-to-matchmake/?sh=b52ea6b58df5.
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The United States is sorely lacking loot box regulations.
18
Consumers have
neither federal nor state statutory protections against loot boxes,
19
but not for a
lack of trying. State loot box regulations have failed to garner sufficient support to
pass in state legislatures,
20
while a federal bill introduced in 2019 and referred to
committee has seen no action since then.
21
Although legislative remedies in the United States are languishing, video game
companies could face one final boss in their quest to keep loot boxes deregulated:
the Federal Trade Commission (“FTC”).
22
The FTC has broad authority to regulate
“unfair or deceptive acts or practices in or affecting commerce.”
23
This regulatory
power gives the FTC the ability to proscribe a practice as either unfair, deceptive,
or both.
24
The possibility of the FTC regulating loot boxes as unfair or deceptive is
not hypothetical, as the FTC has already used this authority to regulate in-game
purchases.
25
Further, the FTC itself showed an interest in monitoring loot box
practices when it hosted a workshop discussing loot boxes with industry
representatives and advocacy groups.
26
Finally, a more recent investigatory request
sent on behalf of sixteen advocacy groups may press the FTC to move from
workshop discussions to regulatory action.
27
18
. See Daniel Cermak, Note, Micro-Transactions, Massive Headaches: International Regulation of Video
Game Loot Boxes, 28 MICH. ST. INTL L. REV. 273, 303 (2020) (dubbing the United States loot box landscape The
Wild, Wild West of Loot Boxes).
19
. See id. (Neither the United States Federal government nor its individual states have passed official
legislation declaring loot boxes as gambling.); Jason Egielski, Note, Dont Hate the Player, Hate the Game: Video
Game Loot Boxes, Gambling, and a Call for Administrative Regulation, 50 HOFSTRA L. REV. 175, 186 (2021)
(discussing criticism that loot boxes are unregulated gambling).
20
. See, e.g., Egielski, supra note 19, at 185 n.125 (listing state loot box bills in Hawaii and Washington that
failed to pass).
21
. S. 1629, 116th Cong. (2019).
22
. See Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes, FTC,
https://www.ftc.gov/news-events/events/2019/08/inside-game-unlocking-consumer-issues-surrounding-
loot-boxes (last visited Oct. 19, 2022) (illustrating the FTCs interest in loot box oversight by hosting a loot box
workshop on Aug. 7, 2019).
23
. 15 U.S.C. § 45(a)(1).
24
. See generally Thomas Leary, Former Commr, FTC, Unfairness and the Internet (Apr. 13, 2000)
[hereinafter Unfairness and the Internet] (describing application of unfair practices doctrine to the internet),
https://www.ftc.gov/news-events/news/speeches/unfairness-internet; letter entitled FTC Policy Statement
on Deception from James Miller, Chairman, FTC, to the Hon. John Dingell, Chairman, Committee on Energy
and Commerce (Oct. 14, 1983) [hereinafter Statement on Deception] (outlining the FTCs deceptive practices
doctrine), https://www.ftc.gov/legal-library/browse/ftc-policy-statement-deception.
25
. See FTC v. Amazon.com, Inc., 71 F. Supp. 3d 1158, 1160, 1166 (W.D. Wash. 2014) (denying Amazons
motion to dismiss, in part, because substantial injury to adult consumers may be caused by apps that induce
children to make in-game purchases).
26
. See supra note 22.
27
. See letter from Haley Hinkle, Policy Counsel, Fairplay, and Katharina Kopp, Deputy Director and Director
of Policy, Center for Digital Democracy, to the commissioners of the FTC, at 4, 7 (June 2, 2022) [hereinafter
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Considering the potential dangers loot boxes pose to children and the FTC’s
broad ability to deter unfair and deceptive practices, the FTC can and should
regulate video game loot boxes. Thus, Section I discusses the origins of in-game
purchases, known as microtransactions, and their transformation into loot boxes.
28
Section II analyzes loot box design and its effects on consumers.
29
Finally, Section III
describes the FTC’s ability to regulate unfair and deceptive practices and argues that
video game loot boxes are unfair and deceptive practices under the FTC Act.
30
I. FROM PIXELS TO PURCHASES: THE DEVELOPMENT OF
MICROTRANSACTIONS AND LOOT BOXES
In its initial decades, the video game industry sold games as one complete piece of
content.
31
It was not until the 2000s that video game companies began adding
content accessible through subsequent in-game purchases,
32
known as
microtransactions.
33
The prefix “micro” in microtransaction denotes the amount of
content the transaction provides, as it is often a small fraction of the entire game’s
content.
34
Microtransactions can generally be broken into four types: cosmetic
microtransactions, content microtransactions, pay-to-win microtransactions, and
loot boxes.
A. Cosmetic Microtransactions
Cosmetic microtransactions are purchases that provide an aesthetic benefit to a
player within a game.
35
Cosmetic microtransactions offer no gameplay advantage
to players and are only used to personalize a player’s experience.
36
For instance,
Microsoft’s first foray into microtransactions was through the video game The Elder
Investigation Request] (requesting the FTC investigate Electronic Arts for committing unfair and deceptive
practices in the way it designed loot boxes within FIFA: Ultimate Team), https://fairplayforkids.org/wp-
content/uploads/2022/06/LootboxLetter.pdf.
28
. See infra Section I.
29
. See infra Section II.
30
. See infra Section III.
31
. David Zendle et al., 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, May 7, 2020, at 1, 1.
32
. See Mike Williams, The Harsh History of Gaming Microtransactions: From Horse Armor to Loot Boxes,
US GAMER (Oct. 11, 2017), https://www.usgamer.net/articles/the-history-of-gaming-microtransactions-from-
horse-armor-to-loot-boxes (recounting the first large-scale microtransaction in 2006).
33
. Nenad Zoran Tomić, Economic Model of Microtransactions in Video Games, 1 J. ECON. SCI. RSCH. 17, 18
(2019).
34
. See id. (explaining microtransactions are determined primarily by purpose, not by the amount paid).
35
. Zendle et al., supra note 31, at 2.
36
. See, e.g., id. (describing how Fortnite players can purchase unique movements for their characters so
they can express ideas).
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Scrolls IV: Oblivion in 2006.
37
As part of the game, players could purchase unique
golden, silver, and other horse armor for their horse companions; the pack of horse
armor cost $2.50 for those who played Oblivion on the Xbox 360 video game
console and $1.99 for those who played on computers.
38
The game Fortnite offers
a more troubling example.
39
Unlike Oblivion, Fortnite tempts players with the
promise of free gameplay.
40
Once in the game, players are showered with a plethora
of microtransactions, including cosmetic microtransactions such as character
animations, loading screen art, and character outfits such as Spider-Man, Batman,
and Darth Vader.
41
B. Content Microtransactions
Content microtransactions add substantive features to a game without giving
players an advantage that would create imbalances.
42
Some types of additional
features include “new missions in action games, new nations and new scenario
packages in strategic games, [and] new vehicles or tracks in racing games.”
43
These
microtransactions originated in the 1980s as expansion packs for games such as
Xanadu: Dragon Slayer II.
44
The original game has players fighting enemies in a
maze-like fantasy setting, and the expansion pack added new maps, enemies, and
an entirely new feature allowing players to trade items.
45
Since then, game
developers have attempted to monetize their games in every way possible through
content microtransactions—to the point where a game’s entire premise is changed
to entice more purchasers.
46
For example, the base game of Red Dead Redemption
is a classic Wild West environment; its Undead Nightmare expansion pack,
however, turns the game into a zombie survival scenario.
47
37
. Williams, supra note 32.
38
. Id. (capturing a photo of the golden and silver horse armor in Oblivion).
39
. Joseph Yaden, 5 Years Ago, Epic Games Made the Most Influential Shooter of All Time, INVERSE (July 25,
2022), https://www.inverse.com/gaming/fortnite-5th-anniversary.
40
. Williams, supra note 32; Yaden, supra note 39.
41
. Yaden, supra note 39.
42
. Tomić, supra note 33, at 18.
43
. Id.
44
. See Xanadu: Scenario 2, MOBY GAMES, https://www.mobygames.com/game/xanadu-scenario-ii (last
visited Oct. 23, 2022) (describing the expansion pack to the video game Xanadu: Dragon Slayer II).
45
. Id.
46
. See, e.g., Kristine Steimer, Red Dead Redemption: Undead Nightmare Review, IGN (Aug. 16, 2021, 3:32
PM), https://www.ign.com/articles/2010/10/27/red-dead-redemption-undead-nightmare-review (describing
how an expansion to Red Dead Redemption alters it from a Wild West to a zombie survival game).
47
. Id.
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C. Pay-to-Win Microtransactions
A pay-to-win microtransaction derives its name from the in-game advantage it
grants players who purchase it.
48
Pay-to-win microtransactions can grant one of two
types of advantages: a timing advantage or an exclusivity advantage.
49
A timing
advantage quickens a player’s ability to level up or progress through a game.
50
Players are often incentivized to purchase timing advantages because developers
shrewdly design their games to require impracticable amounts of time or effort to
progress.
51
The developers of the game Star Wars Battlefront 2 incentivized timing
advantages by offering a more expensive version of the game that provided
immediate weapon bonuses to a player’s soldiers, whereas those bonuses would
take normal players hours to acquire.
52
On the other hand, exclusivity advantages
grant purchasing players features that non-purchasing players do not have the
ability to acquire.
53
Metal Gear Survive used this microtransaction by requiring
players to pay $9.99 to receive a second save slota feature that allows a player to
have an extra character.
54
Without this feature, non-purchasing players who would
like to try a new character are forced to delete their one allotted save and thus lose
their progress in the game.
55
D. Loot Boxes
Loot boxes are the culmination of the previous microtransactions into a gambling-
like package. A loot box randomly grants a player one or more of a set of possible
48
. Tomić, supra note 33, at 19.
49
. See Zendle et al., supra note 31, at 2 (providing examples of pay-to-win microtransactions that allow
players to level up more quickly or that grant new, advantageous abilities).
50
. E.g., id. (describing a timing advantage in Assassins Creed: Odyssey in which players purchase a boost
to level up more quickly).
51
. See FORBRUKERRÅDET, INSERT COIN: HOW THE GAMING INDUSTRY EXPLOITS CONSUMERS USING LOOT BOXES 2021
(2022) (warning of games that add “‘busywork for which players are encouraged to pay real money to skip).
52
. Dave Thier, You Can Still Pay-to-Win in Star Wars Battlefront 2, FORBES (Nov. 18, 2017, 3:45 PM),
https://www.forbes.com/sites/davidthier/2017/11/18/you-can-still-pay-to-win-in-star-wars-battlefront-
2/?sh=5260d4464a63.
53
. E.g., Zendle et al., supra note 31, at 2 (explaining a microtransaction that gives players the ability to
sneak up on other players).
54
. Erik Kain, Konami is Charging Real Money for Metal Gear Survive Save Slots, FORBES (Feb. 23, 2018,
11:36 AM), https://www.forbes.com/sites/erikkain/2018/02/23/shameless-konami-charges-money-for-metal-
gear-survive-save-slots/?sh=4365e50d22eb.
55
. See id. (warning the only way to gain an additional save slot without purchase is by deleting your first
save).
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rewards.
56
A loot box often contains either cosmetic rewards
57
or play-to-win
advantages.
58
Loot boxes owe much of their origins to Japan, where gachapon
featuresnamed after vending machines that give out random toys
59
emerged
from games like MapleStory in 2004.
60
Using an in-game replica of a gachapon
machine, MapleStory players would exchange a ticket for a random item.
61
The
gachapon format grew rapidly in mobile games in the 2010s.
62
Though these mobile
games were simple, their ability to “fool[] your brain” into persistently playing
generated revenues of $1 billion.
63
The first games specifically featuring loot boxes developed along a parallel
timeline to gachapon games and originated in China with the 2006 game ZT
Online.
64
ZT Online established loot boxes’ now common gimmicks—a virtual
treasure chest displaying all potential rewards “on a circle reminiscent of Wheel of
Fortune” and opened by a key the player must acquire
65
and its success
exacerbated the growth of games with both free-to-play and loot box features.
66
As
a result, the 2010 game Team Fortress 2 carried over the visual design of discrete,
boxed rewards to the Western video game industry by giving players the option of
either purchasing keys or repeatedly playing the game to unlock loot boxes.
67
An additional type of loot boxpacks of randomized trading cardsemerged in
Western sports games through the soccer game UEFA Champions League 2006-
56
. See supra text accompanying notes 810.
57
. E.g., Tyler Colp, Overwatch Loot Box Hoarders Say Goodbye, PC GAMER (Sep. 14, 2022),
https://www.pcgamer.com/overwatch-loot-box-hoarders-say-goodbye/ (describing the assortment of skins
and other cosmetic items that came from loot boxes in the game Overwatch).
58
. E.g., Investigation Request, supra note 27, at 12 (explaining how more powerful soccer players in
FIFA: Ultimate Team are acquired by purchasing loot boxes).
59
. DARIUS GAMBINO, FROM GACHAPON TO VIDEO GAME DLC: A BRIEF HISTORY OF LOOT BOXES, GAMBLING AND THE LAW
2 (2022).
60
. Johnny Vito, The Evolution of Loot Boxes, Crates, and UT Cards, PLAYSTATION UNIVERSE (Sep. 9, 2021),
https://www.psu.com/news/the-evolution-of-loot-boxes-crates-and-ut-cards/.
61
. Id.
62
. See, e.g., Steven Wright, The Evolution of Loot Boxes, PC GAMER (Dec. 8, 2017),
https://www.pcgamer.com/the-evolution-of-loot-boxes/ (discussing the success of a gachapon mobile game
under the subheading Mobile mutations).
63
. Id. (pointing out how the design of the game Puzzles & Dragons persuaded players to continue
purchasing gachapons).
64
. See id. (discussing loot box origins in ZT Online).
65
. Id.
66
. See GAMBINO, supra note 59, at 2 (explaining how ZT Online legitimized loot boxes as a revenue
stream and encouraged the growth of free to play games after its release).
67
. Wright, supra note 62.
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2007.
68
Video game developer Electronic Arts (“EA”) would use this model in
basketball,
69
football, and even sci-fi action and horror games.
70
Eventually, with the release of Star Wars: Battlefront II, developers pushed the
loot box format to a point so predatory that it received intense pushback from both
players and the broader public.
71
Battlefront II is a multiplayer shooter game where
players improve their weapons and abilities by obtaining star cards.
72
Star cards
could either be obtained by successfully progressing through the game or by
purchasing them through loot boxes.
73
Although players could technically acquire
star cards by playing the game, doing so was practically impossible; unlocking every
star card required an estimated 4,528 hours, or over six months of playtime.
74
This
system all but ensured players who did not purchase loot boxes would have no
ability to compete against loot box purchasers who could easily obtain star cards.
75
The fierce backlash to the unbalanced star card system by players, regulators,
76
and
Star Wars’ owner Disney eventually persuaded the developer of Battlefront II to
remove the ability to purchase star cards.
77
II. LOOT BOX DESIGN AND ITS ADDICTIVE EFFECTS ON PLAYERS
A loot box’s presentation is the main cause of addictive player purchases. As
explained below, loot boxes are carefully designed to tempt players into making as
many purchases as possible. These designs have devastating effects on players’
financial and social health.
68
. Id.
69
. See GAMBINO, supra note 59, at 3 (discussing NBA 2K13s use of trading cards within a game mode called
MyTeam).
70
. See Wright, supra note 62 (stating EA adds trading cards to nearly every sports game they make,
including Madden; EA also added card packs to sci-fi action game Mass Effect 3 and sci-fi horror game Dead
Space 3).
71
. See GAMBINO, supra note 59, at 7 (finding Star Wars: Battlefront II received the most press in the
argument over loot boxes).
72
. Id.
73
. Id.
74
. Matt Davidson, Someones Estimated How Long it Takes to Unlock Everything in Star Wars: Battlefront
2 (Too Long), IGN (Nov. 15, 2017, 9:53 AM), https://www.ign.com/articles/2017/11/15/someones-estimated-
how-long-it-takes-to-unlock-everything-in-star-wars-battlefront-2-too-long.
75
. See GAMBINO, supra note 59, at 7 (warning that the unbalanced star card system would have otherwise
resulted in many players simply investing in loot boxes, and dominating the game).
76
. See Wright, supra note 62 (discussing player pushback against star cards and how regulators began to
consider classifying them as gambling).
77
. See GAMBINO, supra note 59, at 7 (describing how loot boxes were limited to cosmetic items only after
star card backlash).
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A. The Alluring Design Features of Loot Boxes
Loot boxes contain two design features that incentivize players to repeatedly
purchase them: the unclear probability of receiving a rare item, and the
presentation and functionality of loot boxes.
78
Typically, their presentation comes
in the form of confusing design practices called dark patterns.
79
1. Probability Disclosures
Players are unable to determine the likelihood of receiving a quality reward from a
loot box because of the confusing ways in which probabilities are disclosed.
80
Initially, the probability of receiving some items in a loot box is astronomically small,
with some rewards having only a 0.0008% chance of being won.
81
Loot boxes also
use unintuitive probabilities.
82
First, loot boxes do not have visual cues indicating
the probability of success that, for instance, dice have.
83
Further, the probability of
receiving a loot box reward at any one time constantly changes based on the
amount of times a player has purchased a loot box
84
or on behavioral data collected
by the game.
85
Finally, the large amount of potential rewards in a loot box1000
items for some games
86
further obscures the probability of receiving a reward and
requires players to purchase a larger number of loot boxes to receive the particular
reward they want.
78
. See FORBRUKERRÅDET, supra note 51, at 1322 (discussing the exploitative probabilities, presentations,
and functions that lead consumers to purchase loot boxes).
79
. Rebekah Valentine, Consumer Advocates to ESRB, FTC: Loot Box Odds Disclosure is Not Enough, GAMES
INDUSTRY (Aug. 7, 2019), https://www.gamesindustry.biz/consumer-advocates-to-esrb-ftc-loot-box-odds-
disclosure-is-not-enough.
80
. See id. (finding probability disclosures futile because they fail to encapsulate the complexity of loot
boxes); see generally Leon Y. Xiao et al., Probability Disclosures are not Enough: Reducing Loot Box Reward
Complexity as a Part of Ethical Video Game Design, J. GAMBLING ISSUES, May 13, 2022, at 1 (describing the obtuse
nature of probabilities in loot boxes).
81
. Leon Y. Xiao et al., What are the Odds? Lower Compliance with Western Loot Box Probability Disclosure
Industry Self-Regulation than Chinese Legal Regulation 3 (Sep. 30, 2021) (unpublished manuscript).
82
. Xiao et al., supra note 80, at 3.
83
. See id. (explaining how loot boxes have no visual probability cue like a roulette wheel does and that
games such as Golden HoYeah alter the probability of rolling certain numbers on a die).
84
. See id. at 4 (noting how some games use a pity-timer that increases the chance of winning a rare loot
box reward if the player has repeatedly purchased a loot box without success).
85
. See FORBRUKERRÅDET, supra note 51, at 1617 (describing how consumer data points, such as likelihood
to spend money, lead to adjustments to the probability of loot box rewards).
86
. Nick Ballou et al., The Hidden Intricacy of Loot Box Design: A Granular Description of Random Reward
Mechanisms in Games 7 (Nov. 22, 2020) (unpublished manuscript) (on file with the Digital Games Research
Association) (categorizing some video games as having thousands of rewards in one pool of a loot box).
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Some video game developers provide loot box probability disclosures in
accordance with a nation’s or industry association’s requirements,
87
but such
requirements often fail to adequately address the unclear nature of loot box
probabilities. For example, China’s probability disclosure requirement has failed to
ensure 4.4% of the top-selling Chinese video games provide disclosures.
88
Industry
self-regulation fares even more poorly, with only 64% of the top 100 grossing
iPhone games with loot boxes in the UK disclosing their probabilities.
89
Further,
even if a developer discloses probabilities about their games, many of those
disclosures exist only on the game’s website.
90
Finally, because of the constantly
fluctuating and obtuse nature of loot box probabilities,
91
a typical player would be
unlikely to understand the actual probability even if a disclosure was given.
92
2. Dark Patterns
Alongside confusing probabilities, loot boxes use a particularly alluring and
misleading technique called dark patterns. Dark patterns are “design practices that
trick or manipulate users into making choices they would not otherwise have made
and that may cause harm.”
93
A simple example of a dark pattern occurs when a
website is designed to sneak items into an online shopping cart without the consent
of the user.
94
Dark patterns exist within a variety of online contexts, including in
apps, websites, and games.
95
To successfully deceive users into acting against their
interests, dark patterns often prey on users’ cognitive biases.
96
Many attempts have
been made to broadly categorize dark patterns.
97
Relevant types of dark patterns
87
. See Leon Y. Xiao et al., Gaming the System: Suboptimal Compliance with Loot Box Probability Disclosure
Regulations in China, BEHAV. PUB. POLY, May 18, 2021, at 1, 4 [hereinafter Gaming the System] (stating Chinas
probability disclosure requirement); cf. Leon Y. Xiao, ESRBs and PEGIs Self-Regulatory Includes Random Items
Labels Fail to Ensure Consumer Protection, 19 INTL J. MENTAL HEALTH AND ADDICTION 2358, 2358 (2020) (discussing
loot box disclosure requirement for North American and European video game industry regulators ESRB and
PEGI).
88
. Gaming the System, supra note 87, at 12.
89
. Xiao et al., supra note 81, at 1718.
90
. See Gaming the System, supra note 87, at 12 (finding 38.5% of disclosures of top grossing Chinese
mobile games existed on the games website only).
91
. See supra notes 8386 and accompanying text.
92
. See Xiao et al., supra note 80, at 4 (When decision-making environments are complex, consumers are
likely to . . . fail to correctly account for all relevant data.).
93
. FED. TRADE COMMN, BRINGING DARK PATTERNS TO LIGHT 2 (2022).
94
. Id. at 1.
95
. See id. at 3 (discussing sources of dark patterns including ecommerce, cookie consent banners,
childrens apps, subscription sales, and more).
96
. See Jamie Luguri & Lior Jacob Strahilevitz, Shining a Light on Dark Patterns, 13 J. LEGAL ANALYSIS 43, 44
(2021) (finding dark patterns employ framing effects, the sunk cost fallacy, and anchoring).
97
. See generally Arunesh Mathur et al., What Makes a Dark Pattern . . . Dark?: Design Attributes,
Normative Considerations, and Measurement Methods, CHI CONF. ON HUM. FACTORS COMPUTING SYS., May 2021, at
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include intermediate currency, confirmshaming, and urgency dark patterns.
98
Intermediate currency dark patterns obscure the actual cost of an item by hiding it
behind one or more virtual currencies; games such as Clash of Clans use this method
by presenting multiple tiers of in-game currency and requiring certain items be
purchased with particular currencies.
99
Video games might also employ
confirmshaming, which occurs when a choice is framed to make one option seem
irrational or wrong.
100
Finally, urgency dark patterns coerce users into making
purchases through limited time offers or countdown timers.
101
FIFA 22 uses both a
limited time offer and countdown timer by featuring “lightning round” loot box
sales, in which a limited quantity of rare soccer player packs are available for
purchase worldwide and players are reminded of the sale by a visual tracker that
counts down the quantity of packs available.
102
Loot boxes also capitalize on dark patterns specific to video games.
103
Two
relevant types of video game dark patterns are temporal and monetary dark
patterns, each of which has its own subtypes.
104
A video game feature is deemed a
temporal dark pattern based on the answers to the following questions: “Can the
player develop a sense of the time commitment necessary to successfully play the
game? Are the player’s expectations of the time commitment significantly at odds
with the actual time required? How likely are players to feel they ‘wasted their
time’?”
105
A feature can be found a monetary dark pattern by similarly asking the
following questions:
How likely is the player to regret having spent money to play the game?
How likely is the player to “lose track” of how much money he spends
while playing the game? Is the player aware of what she is getting in
return for their money when she spends it? . . . Is the player aware of how
1; Colin M. Gray et al., The Dark (Patterns) Side of UX Design, CHI CONF. ON HUM. FACTORS COMPUTING SYS., Apr.
2018, at 1; Harry Brignull, Types of Deceptive Design, DECEPTIVE DESIGN, https://www.deceptive.design/types
(last visited Oct. 26, 2022).
98
. See Luguri & Strahilevitz, supra note 96, at 53 (listing types of dark patterns).
99
. See Valentine, supra note 79 ([G]ames such as Clash of Clans obfuscate the amount that certain things
cost by distancing the final items . . . from the real money being spent).
100
. Luguri & Strahilevitz, supra note 96, at 53 (defining confirmshaming as a [c]hoice framed in a way that
makes it seem dishonorable, stupid); cf. FORBRUKERRÅDET, supra note 51, at 14 (describing how loot boxes
attempt to create a fear of missing out among players).
101
. Luguri & Srahilevitz, supra note 96, at 53 (explaining countdown timer and limited offer dark patterns).
102
. FORBRUKERRÅDET, supra note 51, at 26.
103
. See José P. Zagal et al., Dark Patterns in the Design of Games, 2013 SOCY FOR ADVANCEMENT SCI. DIGIT.
GAMES 39, 4144 (describing types of video game dark patterns).
104
. See id. at 4143 (discussing temporal and monetary dark patterns).
105
. Id. at 41.
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much money he will have to spend in order to achieve his goals in the
game?
106
Grinding is one type of temporal dark pattern used in loot boxes.
107
A grinding
dark pattern is aptly named for video game designs that force players to perform
“repetitive and tedious tasks.”
108
Grinding acts as a dark pattern by coercing players
into gaming for unnecessary amounts of time for the purpose of progressing in the
game or receiving a reward.
109
It is used to frustrate players to the point where they
would consider purchasing a loot box to more quickly progress in the game.
110
At
the extreme end of grinding, FIFA 22 requires users wishing to receive a single
soccer player loot box containing the best players to either purchase the loot box
or play the game for 35 hours.
111
Pay-to-win microtransactions are also a type of monetary dark pattern.
112
Pay-
to-win game designs coerce purchases that players would not have made otherwise
by exploiting a player’s social or competitive nature.
113
For example, Raid: Shadow
Legends uses a global messaging system that constantly notifies players every time
another player receives a high quality character from a loot box.
114
Thus, players
feel compelled to purchase loot boxes in the hopes that they, too, will receive a
similarly high quality character.
115
This dark pattern, like many others, plays off of
cognitive biases that manipulate players into following social trends.
116
B. The Effects of Loot Boxes on Players
Loot boxes make players financially irresponsible to the point where they begin to
harm themselves and those closest to them. In particular, loot boxes impact the
behavioral, mental, and financial wellbeing of players.
117
These effects are felt most
106
. Id. at 42.
107
. Id. at 4142.
108
. Id. at 41.
109
. Id. at 4142.
110
. FORBRUKERRÅDET, supra note 51, at 21.
111
. Id. at 34 (describing the amount of coins and playtime required for a Jumbo Rare Gold Player Pack).
112
. Zagal et al., supra note 103, at 43 (Monetized Rivalries is a pattern . . . colloquially known as Pay to
Win.’”).
113
. See id. at 43 (describing how pay-to-win dark patterns encourage spending by pressuring players to
achieve . . . a high placement on a leaderboard).
114
. FORBRUKERRÅDET, supra note 51, at 43.
115
. Id. at 44.
116
. See id. (describing a cognitive bias known as the bandwagon effect); Bandwagon Effect, APA DICTIONARY
OF PSYCHOLOGY, https://dictionary.apa.org/bandwagon-effect (last visited Oct. 29, 2022) (Bandwagon effect:
the tendency for people in social . . . situations to . . . do or believe things because many other people appear
to be doing or believing the same.).
117
. See infra notes 121137 and accompanying text.
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intensely by younger players who are “among the most avid consumers of . . . video
games.”
118
Estimates have found more than half of adolescent players engaged with
loot boxes and nearly one in five adolescent players purchased a loot box within a
12 month span.
119
Other estimates have found 25-40% of adolescent players have
purchased at least one loot box.
120
First, loot boxes have been repeatedly shown to produce addictive and gambling
behaviors.
121
In fact, the more an individual engages with loot boxes, the more they
exhibit gambling symptoms.
122
At the same time, excessive loot box purchases may
create a positive feedback loop with gambling in which loot box purchases lead to
gambling and vice versa.
123
The practical effect of loot box gambling is illustrated by
estimates that 5% of loot box purchasers make up half of all loot box revenues.
124
This problem is particularly concentrated in adolescents, who are twice as likely to
engage in loot box gambling compared to adults.
125
Second, loot box purchases adversely affect players’ mental health because they
lead to a form of excessive gaming known as “problem video gaming.”
126
Problem
video gaming is a psychological addiction to video games and is “characterized by
symptoms similar to those of substance use and gambling disorder.”
127
The problem
gaming produced by loot box purchases correlates with risks such as social isolation,
family conflict, and the potential to drop out of school.
128
Further, problem gaming
is linked to suicidal thoughts and “likely . . . suicide attempts.”
129
Many players have
admitted to facing these traumatic experiences.
130
118
. Daniel L. King & Marc N. Potenza, Not Playing Around: Gaming Disorder in the International
Classification of Diseases (ICD-11), 64 J. ADOLESCENT HEALTH 5, 5 (2019).
119
. Soren Kristiansen & Majbritt C. Severin, Loot Box Engagement and Problem Gambling Among
Adolescent Gamers: Findings from a National Survey, ADDICTIVE BEHAVS., April 2020, at 1, 3.
120
. CLOSE & LLOYD, supra note 15, at 15.
121
. See, e.g., id. at 2 ([R]elationships between loot box engagement and problem gambling have been
robustly verified in around a dozen studies.).
122
. Id. at 15.
123
. Spicer et al., supra note 14, at 1 (19.87% of study participants reported loot boxes led to future
gambling and vice versa).
124
. CLOSE & LLOYD, supra note 15, at 3.
125
. David Zendle et al., Adolescents and Loot Boxes: Links with Problem Gambling and Motivations for
Purchase, ROYAL SOCY OPEN SCI., June 2019, at 1, 17.
126
. Wen Li et al., The Relationship of Loot Box Purchases to Problem Video Gaming and Problem Gambling,
97 ADDICTIVE BEHAVS. 27, 32 (2019).
127
. Id. at 28.
128
. See King & Potenza, supra note 118, at 5 (describing effects of excessive gaming over 12 months).
129
. Eilin K. Erevik et al., Problem Gaming and Suicidality: A Systematic Literature Review, ADDICTIVE BEHAVS.
REPS., June 2022, at 1, 1.
130
. See supra note 5.
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Finally, players lose control of their spending habits as a result of loot boxes’
addictive qualities.
131
A UK report found 25% of younger players spent at least £100
for every video game they play.
132
Around one third of players failed to track their
loot box spending habits, and a similar percentage “did not feel in control of their
spending on loot boxes.”
133
Those closest to a player, knowingly or not, often
perpetuate the player’s spending spiral, as the following illustrates:
One in six (15%) had taken money from their parents without permission
to buy a loot box; and one in ten (9%) had borrowed money they couldn’t
repay, while one in ten (11%) had either used their parent’s credit or debit
card, or borrowed money from friends or family to do so[.]
134
While many loot box purchasers spend around $20 per month on loot boxes,
135
some purchasers spend hundreds of dollars per month.
136
These individuals do not
spend large amounts of money because they are wealthy or have disposable
income; most do so because of a gambling problem.
137
Thus, loot boxes have
contributed to widespread, addictive spending habits among players, with some
players spending extreme amounts of money as a result.
III. THE FINAL BOSS: THE FTC AND ITS UNFAIR AND DECEPTIVE
PRACTICES DOCTRINES
The FTC offers the best way to protect players from the effects of loot boxes. The
FTC should curtail problematic loot box practices because of its prominent position
in protecting consumers and its unique approach to enforcement, and because FTC
jurisprudence indicates loot boxes are unfairly and deceptively designed.
A. The FTC’s Role in Policing Loot Boxes
The FTC should regulate loot boxes through its enforcement powers. The FTC is a
federal agency tasked with “protecting the public from deceptive or unfair business
practices and from unfair methods of competition though law enforcement,
131
. See generally GAMBLING HEALTH ALLIANCE, WHAT IS THE FINANCIAL IMPACT OF LOOT BOXES ON CHILDREN AND YOUNG
PEOPLE? (2020) (describing financial impact of loot boxes on adolescents).
132
. Id. at 2.
133
. Id.
134
. Id.
135
. See CLOSE & LLOYD, supra note 15, at 24 ([M]ost loot box purchasers spend modest amounts.).
136
. Cf. id. at 26 (categorizing excessive loot box spenders as those paying hundreds of pounds per
month).
137
. See James Close et al., Secondary Analysis of Loot Box Data: Are High-Spending Whales Wealthy
Gamers or Problem Gamblers?, ADDICTIVE BEHAVS., June 2021, at 1, 3 (finding no correlation between loot box
purchasing and annual income while also finding one third of excessive spenders are problem gamblers).
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advocacy, research, and education.”
138
The FTC engages in advocacy, research, and
education in several ways. The FTC both contributes to and learns from consumer
research by holding workshopsone of which was a workshop on the efficacy of
loot boxes.
139
Blogs posted on the FTC’s website
140
and guidelines posted in the
federal register
141
both educate about and advocate for practices the FTC has
deemed anticompetitive; thus, the blogs and guidelines indicate acceptable
conduct to businesses. Similarly, the FTC publishes policy statements outlining its
views on anticompetitive conduct in broad commercial areas.
142
In terms of
enforcement, the FTC has the authority to conduct investigations, impose rules, and
litigate.
143
Most of the FTC’s rulemaking authority comes from its ability to establish
practices as per se unfair or deceptive if the practice occurs “commonly.”
144
The FTC
can broadly bring enforcement actions against “[u]nfair methods of competition in
or affecting commerce” and “unfair or deceptive acts or practices in or affecting
commerce.”
145
The FTC’s unfair or deceptive acts or practices powers are referred
to as its “Section 5” powers.
146
The FTC should police loot boxes through its Section 5 powers for several
reasons. First, the FTC has broad authority to determine whether a practice is unfair
or deceptive; it is not confined to making such determinations based on historical
or industry understandings of what is unfair or deceptive.
147
Second, through
multiple enforcement actions, the FTC can create a body of quasi-common-law that
provides guidelines for proper loot box design.
148
Settlements between the FTC and
138
. Mission, FTC, https://www.ftc.gov/about-ftc/mission (last visited Oct. 29, 2022).
139
. See supra note 22.
140
. See Business Guidance, FTC, https://www.ftc.gov/business-guidance (last visited Oct. 29, 2022)
(providing links to business blogs discussing FTC actions and guidance on unfair and deceptive practices).
141
. See, e.g., 16 C.F.R. §§ 255.0255.5 (2021) (providing guidance on advertising endorsements and
testimonials).
142
. Legal Library: Policy Statements, FTC, https://www.ftc.gov/legal-library/browse/policy-statements
(last visited Oct. 29, 2022).
143
. A Brief Overview of the Federal Trade Commissions Investigative, Law Enforcement, and Rulemaking
Authority, FTC, https://www.ftc.gov/about-ftc/mission/enforcement-authority (last visited Oct. 29, 2022).
144
. Id.
145
. 15 U.S.C. § 45(a)(1).
146
. See A Brief Overview, supra note 143 (defining Section 5 and describing unfair practices and deceptive
practices).
147
. See FTC v. Standard Educ. Socy, 86 F.2d 692, 696 (2d Cir. 1936) (Hand, J.) (The Commission has a wide
latitude in such matters . . . its powers are not confined to such practices as would be unlawful before it acted;
. . . its duty . . . is to discover and make explicit those unexpressed standards of fair dealing which the conscience
of the community may progressively develop.), revd in part and remanded on other grounds, 302 U.S. 112
(1937).
148
. Cf. Daniel J. Solove & Woodrow Hartzog, The FTC and the New Common Law of Privacy, 114 COLUM. L.
REV. 583 (2014) (describing the FTCs quasi-common-law in relation to privacy law).
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businesses make up the bulk of the FTC’s enforcement actions,
149
and these
settlements often delineate the boundaries of acceptable behavior.
150
Over time,
the FTC “develops [a] body of law in a stable waythrough settlements such that
“[p]ractitioners look to FTC settlements as though they have precedential
weight.”
151
The FTC has already implemented this quasi-common-law system in the
field of privacy law,
152
and it could do the same for loot boxes. Finally, using
enforcement actions is preferable to the rulemaking process because FTC
rulemaking is cumbersome to the point of being ineffective,
153
whereas
enforcement actions can best adapt to changing loot box circumstances.
The FTC may only bring a Section 5 enforcement action if it has “reason to
believe” that a business is engaging in unfair or deceptive practices and if it is in the
public interest.
154
Loot boxes employ unfair and deceptive practices and
enforcement against them is in the public’s best interest.
155
B. The FTC Should Bring Unfair and Deceptive Practices Claims Against Loot Box
Developers
The FTC should bring unfair and deceptive practices claims against video game
developers of loot boxes because of the behavioral, mental, and financial injuries
loot boxes produce
156
and because of their misleading features.
157
1. Loot Boxes are Unfair
Loot boxes are unfair because they financially drain players through addictive
features that do not sufficiently benefit players or the video game industry. An act
or practice is unfair if it “causes or is likely to cause substantial injury to consumers
which is not reasonably avoidable by consumers themselves and not outweighed
by countervailing benefits to consumers or to competition;” the FTC may also
consider “established public policies” when making its decision.
158
Thus, the
elements needed to establish unfairness include substantial consumer injury, an
149
. Id. at 610.
150
. See id. at 62021 (settlements signal the basic rules that [the FTC] wants companies to follow).
151
. Id. at 620.
152
. See generally id.
153
. See id. at 620 n.176 (describing rulemaking requirements, including an industry-wide investigation,
. . . staff reports . . . propos[ing] a rule, and engag[ing] in a series of public hearings). This process is so tedious
that the FTC has not engaged in [such] rulemaking in 32 years. Id.
154
. FTC v. Raladam Co., 283 U.S. 643, 654 (1931).
155
. See discussion infra Section III.B.i.
156
. See discussion infra Section III.B.i.
157
. See discussion infra Section III.B.ii.
158
. 15 U.S.C. § 45(n).
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inability to reasonably avoid the harm, weighing benefits to consumers or
competition, and established public policies.
159
First, substantial consumer injury is an objective test of whether consumers are
likely to be substantially injured by the defendant’s practices.
160
Typical consumer
injuries are economic, health, or safety harms.
161
Emotional harms are typically not
serious enough to qualify as a substantial injury, though courts have found
exceptions to this rule.
162
An injury can be substantial if it produces small harm to a
large number of consumers or concentrates significant harm on a small number of
consumers.
163
Second, a consumer cannot reasonably avoid the harm presented by an unfair
practice if the seller “unreasonably creates or takes advantage of an obstacle to the
free exercise of consumer decision-making.”
164
Consumers are presumed to have
the ability to freely decide between goods or services in the marketplace and to
avoid harmful decisions.
165
However, practices that remove the ability of consumers
to comparison shop and thus are not reasonably avoidable include those that
“withhold or fail to generate critical price or performance data” or that “exercise
undue influence over highly susceptible classes of purchasers.”
166
The FTC has
explicitly identified younger consumers as those that could be highly susceptible to
unfair practices.
167
159
. Id.
160
. Public statement entitled The FTCs Use of Unfairness Authority: Its Rise, Fall, and Resurrection from
J. Howard Beales, Former Director of the Bureau of Consumer Protection, FTC (May 30, 2003) [hereinafter
Unfairness Authority], https://www.ftc.gov/news-events/news/speeches/ftcs-use-unfairness-authority-its-
rise-fall-resurrection.
161
. Id.
162
. Letter entitled FTC Policy Statement on Unfairness from Michael Pertschuk et al., Chairman, FTC, to
the Hon. Wendell H. Ford et al., Chairman, Committee on Commerce, Science, and Transportation (Dec. 17,
1980) [hereinafter Statement on Unfairness], https://www.ftc.gov/legal-library/browse/ftc-policy-statement-
unfairness; but see FTC v. Accusearch, Inc., No. 06-CV-105-D, 2007 WL 4356786, at *18 (D. Wyo. Sept. 28, 2007)
(finding emotional harms caused by stalkers acquiring victims phone records created substantial injury because
injuries were neither trivial nor speculative), affd, 570 F.3d 1187 (10th Cir. 2009).
163
. Unfairness Authority, supra note 160; FTC v. Neovi, Inc., 604 F.3d 1150, 1157 (9th Cir. 2010).
164
. Statement on Unfairness, supra note 162; see Am. Fin. Servs. Assn v. FTC, 767 F.2d 957, 976 (D.C. Cir.
1985) (finding reasonable avoidance requirement follows Commissions general reliance on free and informed
consumer choice as the best regulator of the market).
165
. See Statement on Unfairness, supra note 162 ([W]e expect the marketplace to be self-correcting . . . .
We anticipate that consumers will survey the available alternatives, choose those that are most desirable, and
avoid those that are inadequate or unsatisfactory.).
166
. Id.
167
. See public statement entitled The ABCs at the FTC: Marketing and Advertising to Children from
Roscoe B. Starek, III, Former Commissioner, FTC (July 25, 1997) (Children tend to imitate other children and
they often lack the ability to foresee and avoid dangers.), https://www.ftc.gov/news-
events/news/speeches/abcs-ftc-marketing-advertising-children.
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Third, to determine the countervailing benefits of the practice to consumers or
competition, courts consider both the current benefit of the practice and the
burden that would be imposed by a remedy.
168
Examples of burdens that might be
considered include “increased paperwork, increased regulatory burdens on the
flow of information, [and] reduced incentives to innovation and capital
formation.”
169
Finally, public policy considerations must ground a claim of substantial injury.
170
“An act or practice that causes substantial injury but lacks . . . grounding [in statutes,
judicial decisions, or the Constitution] is not unfair within Section 5(a)’s
meaning.”
171
Loot boxes are unfair because they encourage harmful gambling behaviors that
cannot be reasonably avoided or outweighed by commercial benefits. First, loot
boxes create substantial consumer injury by creating unhealthy spending habits,
excessive spending, depression, higher school dropout rates, and thoughts of
suicide in adolescents and adults alike.
172
Although courts presume emotional
harms are insufficient to be considered a substantial injury, the depression and
suicidal thoughts faced by loot box addicted consumers may be enough to
overcome the presumption.
173
Regardless, the excessive, gambling-like spending
exhibited by some players
174
satisfies a substantial injury because it concentrates
significant financial harm on a small number of consumers.
Loot boxes cannot be reasonably avoided because they often “withhold . . .
critical . . . performance data”
175
the probability of receiving a particular
reward.
176
Because loot boxes are purchased by significant numbers of adolescents,
reasonable avoidance will be viewed from the perspective of an adolescent.
177
A
consumer cannot comparison shop between video game loot boxes because the
consumer has little to no idea how likely she is to receive a reward. Adolescents are
also unable to reasonably avoid loot boxes because they “exercise undue
168
. Unfairness Authority, supra note 160.
169
. Statement on Unfairness, supra note 162; see FTC v. Neovi, Inc., 604 F.3d 1150, 115859 (9th Cir. 2010)
(finding email check service had no benefits to consumers or competition because competitors offered the
same service in a more secure, convenient, and cheap manner).
170
. LabMD, Inc. v. FTC, 894 F.3d 1221, 1229 (11th Cir. 2018).
171
. Id.
172
. See discussion supra Section II.B.
173
. See supra note 162.
174
. See supra notes 13137 and accompanying text.
175
. Statement on Unfairness, supra note 162.
176
. See discussion supra Section II.A.i.
177
. See supra note 167 and accompanying text.
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influence”
178
over children, who are easily goaded by dark patterns into purchasing
them.
179
The countervailing benefits consumers receive under current loot box practices
may include lower prices on video game purchases, while the benefits for video
game developers include large profits
180
and the ability to self-regulate.
181
If loot
boxes were regulated, harms could include an increased cost in video games, less
money for developers to produce high quality games,
182
and a chilling effect on
innovative microtransactions that some consumers may enjoy or benefit from.
Thus, the countervailing considerations provide some support for leaving the loot
box industry alone.
Several public policy considerations,
183
however, provide a foundation from
which to find loot boxes unfair. First, courts have found claims of unfairness are
grounded in the common law tort of negligence;
184
thus, the FTC can argue video
game developers negligently fail to design loot boxes that are understandable to a
reasonable consumer. Second, the FTC has a statutory mandate to protect children
online through the Children’s Online Privacy Protection Act.
185
Finally, caselaw
shows courts have an interest in protecting children and parents from unwanted
video game charges,
186
and such charges could come from loot boxes. Thus, the
common law, statutes, and caselaw suggest a public policy foundation in protecting
children from unwanted online purchases resulting from negligent user interfaces,
and this foundation likely outweighs any burdens businesses or consumers would
face by the regulation of loot boxes. Therefore, the FTC would likely be able to find
loot boxes unfair.
178
. Statement on Unfairness, supra note 162.
179
. See supra text accompanying notes 11820.
180
. See supra text accompanying notes 1112.
181
. See FED. TRADE COMMN, VIDEO GAME LOOT BOX WORKSHOP 6 (2020) (describing workshop panelists
expressing support for the adaptability and flexibility of self-regulation compared to potentially poorly crafted
government regulation).
182
. See Renee Gittins, Executive Director, International Game Developers Association, Remarks at the
FTCs Video Game Loot Box Workshop 71:872:23 (describing how loot boxes cover game development costs,
stagnating game prices, and larger numbers of employees, and how regulation would cause small developers
to suffer from implementation costs),
https://www.ftc.gov/system/files/documents/public_events/1511966/loot_boxes_workshop_transcript.pdf.
183
. See supra text accompanying notes 17071.
184
. See LabMD, Inc. v. FTC, 894 F.3d 1221, 1231 (11th Cir. 2018) (finding companys practices unfair
because they were grounded in a negligent failure to design and maintain a reasonable data-security
program).
185
. 15 U.S.C. §§ 650106.
186
. See FTC v. Amazon.com, Inc., No. C14-1038-JCC, 2016 WL 10654030, at *1, *910 (W.D. Wash. July 22,
2016) (finding children and parents could not reasonably avoid in-app purchasesincluding purchases on
mobile gameswhen the apps were listed as free, and the in-app purchases disclosure was listed at the bottom
of the page in a dense paragraph).
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2. Loot Boxes are Deceptive
Loot boxes are deceptive because the way in which they disclose probabilities and
use dark patterns is materially misleading. An act or practice is deceptive if it is
misleading to a reasonable consumer and is material to the consumer’s decision in
a transaction.
187
Thus, a deceptive practices claim contains three elements: a
misleading act or practice, the reasonable consumer standard, and materiality.
188
First, a misleading act or practice is established where “a representation,
omission or practice . . . is likely to mislead the consumer.”
189
Courts find a practice
is misleading based on the overall “net impression” the practice creates, even if
“the solicitation also contains truthful disclosures.”
190
Additionally, a claim need
only show a practice is likely to mislead; a showing of actual deception is not
required.
191
Second, the potentially misleading practice in question is viewed from the
perspective of a reasonable consumer under the circumstances.
192
The element is
satisfied if the consumer’s interpretation of the practice as misleading is
reasonable.
193
“When representations or sales practices are targeted to a specific
audience, such as children . . . the Commission determines the effect of the practice
on a reasonable member of that group.”
194
Third, the misleading practice must be material such that it “is one which is likely
to affect a consumer’s choice of or conduct regarding a product.”
195
A misleading
practice is likely to affect a consumer’s choice if it significantly involves the health
of the consumer or the safety or cost of the product.
196
The FTC has recently found practices that use dark patterns are deceptive.
197
It
has broadly categorized dark patterns into, in part, practices that induce false
beliefs, hide material information, or lead to unauthorized charges.
198
The agency
187
. Statement on Deception, supra note 24, at 1.
188
. Id.
189
. Id.
190
. FTC v. Cyberspace.com, LLC, 453 F.3d 1196, 1200 (9th Cir. 2006).
191
. See Trans World Accts., Inc. v. FTC, 594 F.2d 212, 214 (9th Cir. 1979) (Section 5 requires only a
tendency to deceive).
192
. Statement on Deception, supra note 24, at 2.
193
. Id.
194
. Id. at 3; see also Heinz W. Kirchner, 63 F.T.C. 1282, 1290 (1963) (If, however, advertising is aimed at a
specially susceptible group of people (e.g., children), its truthfulness must be measured by the impact it will
make on them, not others to whom it is not primarily directed.).
195
. Statement on Deception, supra note 24, at 5.
196
. Id.
197
. See generally FED. TRADE COMMN, supra note 93 (discussing the FTCs stance and recent actions on dark
patterns).
198
. Id. at 4, 7, 10.
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has also explicitly identified intermediate currency, confirmshaming, urgency, and
grinding as notable dark patterns.
199
Loot boxes present several deceptive practices. Because many loot box
purchasers are adolescents and younger children,
200
the practices will be viewed
from the perspective of a reasonable adolescent video game player.
First, the misleading representations presented by loot boxes include probability
disclosuresor a lack thereofand dark patterns.
201
A video game that offers no
disclosure as to the probability of receiving its loot boxes would be likely to mislead
adolescent consumers because, after factoring in the dark patterns that attempt to
induce players to purchase loot boxes,
202
the consumer would receive the
inaccurate impression that the likelihood of receiving a valuable reward is fairly
high. A video game that does offer a disclosure may still be misleading because loot
boxes often have fluctuating probabilities.
203
Thus, providing a static probability
would mislead the consumer into believing her probability of receiving a reward
never changes. Further, even if a probability disclosure displays a fluctuating
probability, consumers may never see the disclosure because many developers
attempt to hide loot box probabilities by only presenting them on their website.
204
Second, a loot box’s misleading representations are material. Each of the
misleading practices related to probability disclosure is material because, as with
any game of chance, the likelihood of winning a valuable reward has a significant
impact on a consumer’s decision to purchase a loot box. Additionally, misleading
loot box practices are material because they involve the health of the consumer.
205
These practices involve the health of the consumer because they are likely to induce
an adolescent into unhealthy gambling behaviors.
206
Thus, the FTC may be able to
succeed on a deceptive practices claim because loot box probability disclosures are
likely to materially mislead consumers.
CONCLUSION
Video game loot boxes exist as a seemingly harmless and ever-changing source of
entertainment. However, loot boxes’ rapid ascendance as the prime source of profit
for video game developers, their confusing and alluring design, and their
detrimental effects on adult and adolescent players should compel the FTC to
199
. See id. at 2125 (identifying intermediate currency, confirmshaming, urgency, and grinding as dark
patterns in the FTCs Compilation of Digital Dark Patterns).
200
. See supra text accompanying notes 11820.
201
. See discussion supra Sections II.A.i., II.A.ii.
202
. See supra notes 99102, 10916 and accompanying text.
203
. See supra notes 8485 and accompanying text.
204
. See supra note 90 and accompanying text.
205
. See supra text accompanying note 196.
206
. See discussion supra Section II.B.
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consider loot boxes unfair and deceptive practices. The FTC’s adaptable Section 5
authority is the ideal method to protect countless players, and it may be the wake-
up call the video game industry needs to say game over to loot boxes.