Brooklyn Journal of Corporate, Financial & Commercial Law Brooklyn Journal of Corporate, Financial & Commercial Law
Volume 15 Issue 2 Article 9
5-18-2021
LET'S STOP PLAYING GAMES: WHY BETTER CONGRESSIONAL LET'S STOP PLAYING GAMES: WHY BETTER CONGRESSIONAL
INTERACTION IS REQUIRED TO PROTECT YOUNG GAMERS INTERACTION IS REQUIRED TO PROTECT YOUNG GAMERS
Dominick Tarantino
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Recommended Citation Recommended Citation
Dominick Tarantino,
LET'S STOP PLAYING GAMES: WHY BETTER CONGRESSIONAL INTERACTION IS
REQUIRED TO PROTECT YOUNG GAMERS
, 15 Brook. J. Corp. Fin. & Com. L. 543 (2021).
Available at: https://brooklynworks.brooklaw.edu/bjcfcl/vol15/iss2/9
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LET’S STOP PLAYING GAMES: WHY BETTER
CONGRESSIONAL INTERACTION IS
REUIRED TO PROTECT YOUNG GAMERS
ABSTRACT
This Note addresses the predatory nature of video game
microtransactions, the serious risks they pose, and why an improved plan of
legislative intervention is necessary to protect young, vulnerable video game
consumers. With loot box microtransactions driving a flourishing industry
that has reached unprecedented levels of success, adequate consumer
protection cannot properly be achieved through self-regulation. Senator Josh
Hawley’s Protecting Children from Abusive Games Act is a step in the right
direction, but its broad language will result in unintended consequences that
can cripple the entire industry. Revising the bill’s language will protect the
intended young consumer and allow for other forms of microtransactions that
do not harm consumers.
INTRODUCTION
The video game industry is in the midst of a controversy unlike any it has
seen before.
1
Since the inception of world-renowned classics like Atari’s
Pong in 1972 or the Nintendo Entertainment System in 1985, the culture
surrounding the industry has shifted dramatically.
2
The days of minimalist
budgets to create impactful games are long gone.
3
Now, industry titans
dedicate capital that exceeds half a billion dollars to commercialize their
games and make them critically acclaimed darlings.
4
With the video game
industry’s revenue surpassing the likes of cinema, music, and sports,
developers are now entertaining creative ideas to maximize profits and get
their share of this competitive industry’s pie.
5
1. Kevin Anderton, The Ongoing Controversy of Microtransactions in Gaming, FORBES (Mar.
7, 2018), https://www.forbes.com/sites/kevinanderton/2018/03/07/the-on-going-controversy-of-
microtransactions-in-gaming-infographic/#14dca9291d9c.
2. Jeff Tyson, The History of Video Games, HOW STUFF WORKS (Oct. 16, 2000),
https://electronics.howstuffworks.com/video-game2.htm.
3. Why Video Games Are So Expensive to Develop, ECONOMIST (Sept. 25, 2014),
https://www.economist.com/the-economist-explains/2014/09/24/why-video-games-are-so-
expensive-to-develop; See also Taylor Danielle, GTA V: How Much Did It Cost to Make,
TWINFINITE (Dec. 18, 2017), https://twinfinite.net/2017/12/gta-v-cost-make-how-much/ (Grand
Theft Auto V, one of the most expensive video games ever made at the time, cost approximately
$265 million to develop and market).
4. Why Video Games Are So Expensive to Develop, supra note 3.
5. Wallace Witkowski, Videogames are a bigger industry than movies and North American
sports combined, thanks to the pandemic, MARKETWATCH (Jan. 2, 2021), https://www
.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-
thanks-to-the-pandemic-
11608654990#:~:text=Global%20videogame%20revenue%20is%20expected,North%20American
%20sports%20industries%20combined.; See also Devin Coldewey, Free to Play Games Rule the
Entertainment World with $88 Billion in Revenue, TECH CRUNCH (Jan. 18, 2019),
544 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
Enter microtransactions and loot-box systems: an industry defining
monetization mechanic that has left developers with deep pockets, parents
perplexed, and gamers paying significantly more money for games than they
initially intended.
6
Microtransactions first infiltrated the video game industry
through the “freemium”
7
model, which has dominated the mobile games
market with games such as Candy Crush Saga and Clash of Clans.
8
The
theory behind the “freemium model is that it provides monetary incentives
for developers to keep improving their free games while players will keep
returning and making in-app purchases.
9
Sean Plott, a video game designer
and former professional E-sports player, proclaimed in 2015 that it was
possible for traditional console games to utilize the “freemium model for
multiplayer games to bring in substantial revenues from microtransactions.
10
Fast-forward to 2018 and the theory that Sean Plott proffered has become
the new reality. Fortnite, a free-to-play (F2P) game and cultural
phenomenon, signaled an alarming indicator of the robustness of the
microtransaction model when it generated revenues of $2.4 billion in 2018.
11
As game developers see the profitability of the microtransaction model first-
hand, it appears that this will be the future of the industry moving forward.
12
Yet, while game developers have seen a significant increase in revenue from
microtransactions, it has not been without controversy.
13
Video game consumers and politicians alike have objected to the use of
microtransactions by claiming that these transactions employ predatory
https://techcrunch.com/2019/01/18/free-to-play-games-rule-the-entertainment-world-with-88-
billion-in-revenue.
6. Prateek Agarwal, Economics of Microtransactions in Video Games, INTELLIGENT
ECONOMIST (Apr. 10, 2019), https://www.intelligenteconomist.com/economics-of-
microtransactions/.
7. The popular television show South Park was nominated for a Primetime Emmy Award for
their episode called “Freemium Isn’t Free. The episode “links addiction to freemium games to
other addictions, including alcoholism and gaming addiction, and their possible genetic
predisposition.” Freemium Isn’t Free, SOUTH PARK ZONE, (last visited Feb. 28, 2021),
https://southparkzone.blogspot.com/2015/12/freemium-isn-free.html.
8. Harrison Jacobs, Gaming Guru Explains Why ‘Freemium Is Actually the Best Business
Model for Multiplayer Video Games, BUS. INSIDER (Mar. 19, 2015), https://www.
businessinsider.com/sean-plott-explains-why-he-thinks-freemium-games-are-the-best-business-
model-for-both-players-and-developers-2015-3; See also Daniel Nations, What Are Freemium
Games, LIFEWIRE (Sept. 16, 2019), https://www.lifewire.com/what-is-freemium-1994347
(Discussing the positive aspects of F2P gaming, such as placing an emphasis on longevity for
gamers by premium content constantly being added).
9. Jacobs, supra note 8.
10. Id.
11. Brittany Vincent, Digital Games Saw 12% Growth to $113.4 Billion in 2018, VARIETY (Jan.
16, 2019), https://variety.com/2019/gaming/news/superdata-2018-year-in-review-results-1203109
940/.
12. Ethan Levy, Why Microtransactions Aren’t Going Away Any Time Soon, KOTAKU (Dec. 23,
2014), https://kotaku.com/why-microtransactions-arent-going-away-any-time-soon-1674260827.
13. William Lim, Blood in the Water: A History of Microtransactions in the Video Game
Industry, MEDIUM (Aug. 15, 2018), https://medium.com/@williamlim3/blood-in-the-water-a-
history-of-microtransactions-in-the-video-game-industry-e5bf9e3de4da.
2021] Let’s Stop Playing Games 545
tactics and target especially vulnerable young video game consumers.
14
A
viral video of Jack Black as a guest on The Tonight Show Starring Jimmy
Fallon opened the public’s eye to the potential pitfalls of microtransactions.
During the interview, Jack Black spoke about how his eight-year-old son
racked up approximately $3,000 worth of in-app purchases in a F2P game.
15
A primary reason for the success of microtransactions, specifically the
loot box subset, is the psychological science behind it.
16
The loot box
mechanic draws criticism because of its striking resemblance to casino-style
gambling’s non-guaranteed outcomes; it takes advantage of the body’s
dopamine system, which enjoys unpredictable rewards.
17
The opening of a
loot box is akin to pulling a lever at a slot machine in a Las Vegas casino,
especially when developers use bright colors and audio cues to elevate the
excitement.
18
Due to developers efforts to make loot boxes as addictive as
possible in attempts to maximize revenue, young gamers have spent millions
of dollars to get video game cosmetics
19
and advantages.
20
With the predatory nature of microtransactions coming to the forefront,
countries around the globe took action. For instance, Belgium’s Gaming
Commission declared that video game loot boxes were in violation of its
gambling legislation.
21
This declaration caused huge video game
publishers—such as Electronic Arts (EA) and Activision Blizzard—to
potentially be subject to criminal sanctions if they continued providing loot
box mechanics in Belgium.
22
When Belgium took this giant leap forward in
the war against microtransactions, the U.S. Legislature took notice.
23
In May
of 2019, U.S. Senator Josh Hawley introduced the Protecting Children From
14. Id.
15. Mark Brown, Jack Black’s Son Spent $3,000 on a Free to Play Game, POCKET GAMER (May
6, 2015), https://www.pocketgamer.com/articles/065202/jack-blacks-son-spent-3-000-on-a-free-
to-play-game/.
16. Agarwal, supra note 6.
17. Id.
18. Id.
19. Video game cosmetics and advantages are a topic of discussion that is later addressed in this
Note. As a quick overview, video game cosmetics are an “in-game file that modifies the appearance
of a character or item,” while advantages are purchased upgrades that make a player’s character
stronger in-game; How on earth is trading virtual items in video games a $50 billion industry?,
WAX IO (Dec. 11, 2017), https://medium.com/wax-io/how-on-earth-is-trading-virtual-items-in-
video-games-a-50-billion-industry-5972c211d621.
20. Agarwal, supra note 6.
21. Tom Gerken, Video Game Loot Boxes Declared Illegal under Belgium Gambling Laws,
BBC NEWS (Apr. 26, 2018), https://www.bbc.com/news/technology-43906306; See also James
Vincent, EA Will Stop Selling FIFA’s In-game Currency in Belgium Because of a Ban on Loot
Boxes, VERGE (Jan. 30, 2019), https://www.theverge.com/2019/1/30/18203399/ea-fifa-fut-pack-
points-banned-belgium-loot-box (explaining the impact from Belgium’s ruling on loot boxes has
forced industry giants such as Electronic Arts to stop selling loot boxes in the country).
22. Gerken, supra note 21.
23. Jason Schreier, U.S. Senator Introduces Bill To Ban Loot Boxes And Pay-To-Win
Microtransactions, KOTAKU (May 8, 2019), https://kotaku.com/u-s-senator-introduces-bill-to-ban-
loot-boxes-and-pay-1834612226.
546 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
Abusive Games Act (Loot Box Bill) that would ban loot boxes and pay-to-
win
24
microtransactions in games “played by minors.
25
The Loot Box Bill
has yet to be voted on, but it was the first act by Congress to regulate a rising
video game industry that had been abusing the psychological vulnerability of
young children.
26
Employing legislation to adequately protect consumers is
held up by two pillars: (i) an industry that is flourishing due to the robustness
of the microtransaction model cannot be expected to satisfactorily regulate
itself, and (ii) loot box microtransactions are strikingly similar to casino-style
gambling, meaning that young consumers should be entirely barred from
engaging in the practice, just as they would not be allowed to pull the lever
at a slot machine in Las Vegas.
Part I of this Note introduces the history of microtransactions, the
predatory nature of the mechanic due to the psychological science
surrounding it, and the immense spikes in revenue driving its widespread
adaptation. Part II will address global and local responses to the
microtransaction epidemic with a particular focus on Belgium’s response to
show how it has impacted video game culture. Part III addresses the
jurisprudential landscape concerning video games and how previous rulings
have failed to protect consumers. Part IV focuses on Senator Hawley’s Loot
Box Bill’s genuine intentions to protect young consumers. However, its
current assembly is overly broad and pointlessly outlaws harmless conduct.
Finally, Part V proposes improved language to the Loot Box Bill that would
properly protect young consumers and allow conduct that does not harm
them.
I. MICROTRANSACTIONS: WHAT THEY ARE AND HOW
THEY STARTED
The microtransactions fiasco has generated great controversy in the video
game industry but can hardly be considered clear cut. The term
‘microtransaction encapsulates a multitude of different payment mechanics
but can simply be boiled down to “anything [the gamer] pays extra for in a
video game outside of the initial purchase.”
27
The name derives from the idea
that a “microtransaction purchase is small in price and function, typically no
more than $10.”
28
However, lower-priced microtransactions do not compose
24. Pay-to-win microtransactions are discussed in greater depth during a later portion of this
Note. The basic idea is that pay-to-win games offer gamers the option to purchase in-game abilities
that “give [them] a leg up on the competition” by making their in-game character more powerful.
Natalya Pomerty, Effort Alone Isn’t Enough for Victory with the Pay-to-Win System, STUDY
BREAKS (Jan. 30, 2018), https://studybreaks.com/culture/pay-to-win/.
25. Schreier, supra note 23.
26. Id.
27. Eddie Makuch, Microtransactions, Explained: Here’s What You Need To Know, GAMESPOT
(Nov. 20, 2018), https://www.gamespot.com/articles/microtransactions-explained-heres-what-you-
need-to/1100-6456995/.
28. Id.
2021] Let’s Stop Playing Games 547
the entire revenue stream, as extremely popular franchises such as EA’s FIFA
allows gamers to purchase Ultimate Team points for up to $99.99.
29
In classifying different categories of microtransactions, Touro University
analyzed various tactics that games employ to generate revenue via
microtransactions.
30
Through this study, they recognized four distinct
microtransaction categories, detailed below.
31
A. IN-GAME CURRENCIES
The most popular type of microtransaction is in-game currency, which
involves virtual in-game money purchased with legal tender.
32
By purchasing
in-game currency, the gamer has the ability to acquire a wide variety of
options, ranging from extra lives in a game like Candy Crush to a new
character skin that changes the player’s appearance in Fortnite.
33
In-game
currency allows developers to “[hide the] true value of what players may
purchase” and make larger quantities of in-game currency seem like the
“better deal.”
34
Riot’s League of Legends, an extremely popular F2P game that derives
all of its revenue entirely from microtransactions, allows players to purchase
virtual currency called Riot Points.
35
Riot Points allow gamers to buy skins,
which are “different aesthetic choices for the in-game character,” or unlock
entirely different playable characters.
36
All of these items can be unlocked
without the use of real money, but microtransactions often offer a shortcut to
29. FIFA 18: Ultimate Team FIFA Points 12000 Xbox One [Digital Code], AMAZON,
https://www.amazon.com/FIFA-18-Ultimate-Points-Digital/dp/B075JZWH1X?th=1 (last visited
Feb. 3, 2021); See also Dustin Bailey, Ultimate Team Made Up 28% of EA Revenue Last Year,
PCGAMESN (July 22, 2019), https://www.pcgamesn.com/fifa-ultimate-team-revenue (providing
insight into how much EA relies on microtransactions in their popular FIFA franchise for revenue).
30. Gabe Duverge, Insert More Coins: The Psychology Behind Microtransactions, TOURO
UNIV. (Feb. 25, 2016), https://www.tuw.edu/psychology/psychology-behind-microtransactions/.
31. Id.
32. Id.
33. See Blake Montgomery, Here’s Who Drops The Most Cash On Candy Crush And Clash Of
Clans, BUZZFEED (Feb. 14, 2017), https://www.buzzfeednews.com/article/blakemontgomery/heres
-who-drops-the-most-cash-on-candy-crush-and-clash-of-cl; See also, Asmir Pekmic, Epic Games
unveils new way to get cosmetic items in ‘Fortnite Battle Royale, BLASTINGNEWS (Oct. 26, 2019),
https://us.blastingnews.com/gaming/2019/10/epic-games-unveils-new-way-to-get-cosmetic-items-
in-fortnite-battle-royale-003006487.html.
34. Duverge, supra note 30.
35. Mike Colagrossi, How Microtransactions Impact the Economics of Gaming, INVESTOPEDIA
(Oct. 17, 2018), https://www.investopedia.com/articles/investing/022216/how-microtransactions-
are-evolving-economics-gaming.asp.
36. Id.
548 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
players by saving them dozens of hours of video game “grinding
37
and
allowing them to buy the items they want.
38
Due to the microtransaction model, Riot’s League of Legends was the
most profitable F2P game in 2017 with over $2.1 billion in revenues.
39
To
the surprise of many analysts in the industry, revenues for the game declined
to $1.4 billion in 2018, a far cry from the $2.1 billion earned in the previous
year.
40
Although this was a shocking decline in revenue for one of the titans
of the industry, many industry evaluators credit this to new competitors
41
entering the F2P landscape.
42
Even with this decline in revenue for Riot’s
League of Legends, the fact that a F2P game can generate well over a billion
dollars is a good indicator of the robustness of the in-game currency model.
B. RANDOM CHANCE PURCHASES
Speak with any casual gamer and they would most likely refer to random
chance purchase mechanics as “loot boxes,” a term that now dominates the
industry lexicon. When a game utilizes the loot box mechanic, it “presents
players with a mystery bag of goodies that could potentially be worth much
more than the price of admission.”
43
Loot boxes have proven to be extremely
profitable for developers, but they prey on psychological vulnerabilities and
offer “deals” that make loot box openings appear to be discounted.
44
Ben
Thompson, Art Director for Activision Blizzard and the enormously popular
F2P game Hearthstone, believes that loot boxes capture that “moment of
excitement [where] anything’s possible,” and that “successful games build
on anticipation and release.”
45
This formula has been a goldmine for
37. Grinding is a videogame term that refers to the “playing time spent doing repetitive tasks
within a game to unlock a particular game item”, and mostly involves “killing the same set of
opponents over and over in order to gain experience points.” Gamers usually do not find the process
of grinding enjoyable, but consider it a necessary evil. Grinding, TECHOPEDIA,
https://www.techopedia.com/definition/27527/grinding (last visited Feb. 3, 2021).
38. Colagrossi, supra note 35.
39. Tanner Dedmon, League of Legends Tops Free-to-Play Revenue Charts in 2017,
COMICBOOK (Jan. 30, 2018), https://comicbook.com/gaming/2018/01/30/league-of-legends-top-
free-to-play-revenue-charts-in-2017/.
40. Alissa McAloon, Analyst: PUBG Out-Earned Every Other Premium PC and Console Game
in 2018, GAMASUTRA (Jan. 17, 2019), https://www.gamasutra.com/view/news/334636
/Analyst_PUBG_outearned_every_other_premium_PC_and_console_game_in_2018.php.
41. After seeing the success of free to play games, many developers wanted to enter the space.
These include massive games such as Fortnite, Apex Legends, Call of Duty: Warzone, and more.
42. The Decline of League of Legends Is the World’s Biggest Esport Reaching Its Demise?,
GINX ESPORTS TV (Aug. 21, 2018) https://www.ginx.tv/en/league-of-legends/the-decline-of-
league-of-legends-is-the-world-s-biggest-esport-reaching-its-demise.
43. Duverge, supra note 30.
44. Id.
45. Alex Wiltshire, Behind the Addictive Psychology and Seductive Art of Loot Boxes,
PCGAMER (Sept. 28, 2017), https://www.pcgamer.com/behind-the-addictive-psychology-and-
seductive-art-of-loot-boxes/.
2021] Let’s Stop Playing Games 549
Hearthstone as the game took in an estimated $165 million in worldwide
revenue in 2018.
46
Loot boxes are consistently compared with traditional gambling due
primarily to the idea of a “win state.
47
This idea revolves around the notion
that a gamer purchases a loot box intending to obtain a particular cosmetic or
upgrade, even though the chances of obtaining it are completely random.
48
This form of gambling activates the brain’s pleasure circuits and rapidly
releases dopamine, which acts as a minor high for the gamer.
49
Common
sense dictates that after repeated failures of opening loot boxes without
obtaining the prized item, a gamer would cease to spend money and continue
playing the game. However, video game developers are shrewd enough to
recognize the five cognitive fallacies a person experiences that will lead them
right back to gambling.
50
These consist of (i) chasing; (ii) the gambler’s
fallacy; (iii) self-correcting and fair; (iv) cheating the system; and (v) the
entrapment effect.
51
Chasing losses occurs when an individual continues gambling “with the
hope of recovering what [they have] already lost,” leading to increases in
total losses.
52
When a gambler chases losses, the gambling process is no
longer enjoyable and justifying it revolves around rationalizing the losses.
53
The most recognizable on the aforementioned list is the gambler’s fallacy,
which is the “misconception that something that has not happened for a long
time has become ‘overdue.’”
54
This means a loot box purchaser essentially
believes they are closer to their desired cosmetic than they actually are due
to the recent run of bad luck they have experienced, which ultimately harms
gamers.
55
46. Oliver Yeh, Hearthstone’s Mobile Players Spent $165 Million Last Year, Up 5% After a
2017 Slump, SENSOR TOWER (Jan. 30, 2019), https://sensortower.com/blog/hearthstone-mobile-
revenue-2018; See also Natalie Clayton, Hearthstone Hits 100 Million Users as Mobile Revenue
Reportedly Passed $660m, POCKET GAMER (Nov. 6, 2018), https://www.pocketgamer.biz/
news/69406/hearthstone-has-hit-100-million-users/.
47. Dr. Natalie Coyle, The Psychology of Loot Boxes and Microtransactions,
PLATINUMPARAGON (June 6, 2018), http://platinumparagon.info/the-psychology-of-loot-boxes-
and-microtransactions/.
48. Id.
49. David J. Linden, Ph.D., Video Games Can Activate the Brain’s Pleasure Circuits,
PSYCH.TODAY (Oct. 25, 2011), https://www.psychologytoday.com/us/blog/the-compass-pleasure/
201110/video-games-can-activate-the-brains-pleasure-circuits-0; See also Chirlien Pang,
Understanding Gamer Psychology: Why Do People Play Games, SEKG (Jan. 31, 2017),
https://www.sekg.net/gamer-psychology-people-play-games/.
50. Coyle, supra note 47.
51. Id.
52. How to Avoid Chasing Losses?, SMART GAMBLING EDGE (Dec. 03, 2018),
https://www.smartgamblingedge.com/2018/12/how-to-avoid-chasing-losses.html.
53. Id.
54. Nick Valentine, The Gambler’s Fallacy Explained, THE CALCULATOR SITE (June 23,
2019), https://www.thecalculatorsite.com/articles/finance/the-gamblers-fallacy.php.
55. Coyle, supra note 47.
550 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
The next fallacy revolves around gambling being a self-correcting and
fair game. Daniel Kahneman, an Israel-American psychologist and
economist,
56
wrote in Thinking, Fast and Slow that “chance is commonly
viewed as a self-correcting process in which a deviation in one direction
induces a deviation in the opposite direction to restore the equilibrium.”
57
However, these subpar loot box items are not “corrected,” which may lead a
gamer to believe that the next deviation will be a “correcting box and have
a big reward due to the gamer’s run of subpar loot boxes.
58
The cheating the
system fallacy is similar to gambling being considered a self-correcting and
fair game. Here, gamers may become “delusional” while opening loot boxes
and feel they have figured out the “trick to get what they want from the
random chance.
59
The final fallacy, known as the entrapment effect, occurs when a gambler
is “motivated to maintain a course of action having already invested so much
[money] to date.”
60
This effect results in gamers feeling obligated to continue
purchasing loot boxes because of the potential loss of ability to spend their
virtual currency.
61
C. IN-GAME ITEMS: PAY TO WIN MODEL
The next type of microtransaction concerns purchasing in-game items
that allows a gamer to directly purchase new characters, upgrades, or
cosmetics that reflect that gamer’s personality.
62
Numerous video game
publishers have recently employed the tactic of making specific in-game
items unlockable without paying money while making the required playing
time to unlock them realistically unfeasible.
63
No game has received more backlash for employing this tactic than EA’s
Star Wars: Battlefront II, which allowed gamers to receive powerful in-game
items for “free” with the only cost being “dozens if not hundreds of hours”
of the gamer’s time.
64
This left an extremely sour taste in the mouths of
56. Daniel Kahneman, Daniel Kahneman Biographical, NOBEL PRIZE (2002),
https://www.nobelprize.org/prizes/economic-sciences/2002/kahneman/biographical/.
57. Mental Model: Misconceptions of Chance, FARNAM ST., https://fs.blog/2015/08/
misconceptions-of-chance/ (last visited Feb. 3, 2021).
58. Coyle, supra note 47.
59. Id.
60. Debra Rickwood, et al., THE PSYCHOLOGY OF GAMBLING 16 (last visited Apr. 2, 2021),
https://www.psychology.org.au/publications/inpsych/2010/december/gambling/.
61. Id.
62. Patricia E. Vance, What Parents Need to Know About Loot Boxes (and Other In-Game
Purchases), ESRB (July 24, 2019), https://www.esrb.org/blog/what-parents-need-to-know-about-
loot-boxes-and-other-in-game-purchases/.
63. Ethan Gach, Unlocking Heroes in Star Wars Battlefront II Could Take A Long Time,
KOTAKU (Nov. 12, 2017), https://kotaku.com/players-are-trying-to-calculate-how-long-it-takes-to-
un-1820373111.
64. Gene Park, How a Star Wars Video Game Faced Charges that it was Promoting Gambling,
WASH. POST (Nov. 18, 2017), https://www.washingtonpost.com/news/comic-
riffs/wp/2017/11/18/how-a-star-wars-video-game-faced-charges-that-it-was-promoting-gambling/.
2021] Let’s Stop Playing Games 551
millions of gamers and industry personalities alike.
65
EA even earned itself a
notorious spot in the Guinness World Record for being the most downvoted
comment in Reddit history following a post by an EA Community Team
member responding to the backlash.
66
Many individuals refer to the Star
Wars: Battlefront II controversy as a prime example of the “pay-to-win
system, meaning that those “who have the money available can instantly buy
their way to an advantage over others.”
67
To prove that Star Wars: Battlefront
II employs a pay-to-win system, YouTuber XfactorGaming purchased $90
worth of microtransactions in order to unlock different abilities and upgrade
weapons for multiplayer, resulting in him “dominating the competition.”
68
Yet, the Star Wars: Battlefront II controversy has done little to dispel the
robustness of the in-game microtransaction model.
69
Epic Games’ world-
renowned F2P Battle Royale
70
game Fortnite generated over $2.4 billion in
revenue in 2018, with all revenue coming from in-game cosmetic purchases
that give players no competitive advantage.
71
Fortnite prides itself on
offering an “assortment of purchasable skins intended to offer visual
distinction and nothing more,
72
which lends credence to the idea that strictly
cosmetic in-game items can be extremely profitable.
In 2015, Activision Blizzard filed Patent #9789406, which outlined an
online matchmaking system designed to “drive microtransactions in
65. Aaron Mamiit, EA Sets Dubious World Record for Battlefront II Reddit Comment, DIGIT.
TRENDS (Sept. 8, 2019), https://www.digitaltrends.com/gaming/ea-star-wars-battlefront-ii-loot-
boxes-most-downvoted-reddit-comment/.
66. Id.
67. Justin McKinney, The Rise of Pay to Win in Video Games, ODYSSEY (Dec. 13, 2017),
https://www.theodysseyonline.com/the-rise-of-pay-to-win-in-video-games.
68. Kellen Beck, YouTuber Spends $90 in ‘Star Wars: Battlefront 2’ and Proves that it’s still
Basically Pay-to-Win, MASHABLE (Nov. 9, 2017), https://mashable.com/2017/11/09/star-wars-
battlefront-2-pay-win/.
69. Games and interactive media earnings rose 12% to $139.9B in 2020, SUPERDATA (Jan. 6,
2020), https://www.superdataresearch.com/blog/2020-year-in-review.
70. Battle Royale games have recently become extremely popular, as the primary hook is to drop
a significant number of players in a large-scale free-for-all deathmatch, with the ultimate goal of
being the last player alive. Gamers are only afforded one life and lose when they die in-game. See
Alessandro Fillari, Battle Royale Games Explained: Fortnite, PUBG, And What Could Be The Next
Big Hit, GAMESPOT (Apr. 21, 2019), https://www.gamespot.com/articles/battle-royale-games-
explained-fortnite-pubg-and-wh/1100-6459225/.
71. Patrick Shanley, ‘Fortnite’ Earned $2.4 Billion in 2018, HOLLYWOOD REP. (Jan. 16, 2019),
https://www.hollywoodreporter.com/heat-vision/fortnite-earned-24-billion-2018-1176660; See
also Steven Wong, PUBG Mobile made over $1 billion in revenue, GAMING ST. (Sept. 23, 2019),
https://gamingstreet.com/pubg-mobile-made-over-1-billion-in-revenue/ (PlayerUnknown’s
Battlegrounds is an extremely popular F2P game that is one of Fortnite’s biggest competitors and
has seen significant financial success through in-game cosmetic purchases).
72. Alex Avard, Can Fortnite Battle Royale’s Cosmetics Provide Competitive Advantages? The
Answer Isn’t So Simple, GAMES RADAR (May 3, 2018), https://www.gamesradar.com/can-fortnite-
battle-royales-cosmetics-provide-competitive-advantages-the-answer-isnt-so-simple/.
552 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
multiplayer video games and “influence game-related purchases.
73
The
patent describes a number of matchmaking algorithms that a “game could use
to encourage players to purchase additional in-game items.”
74
This is just
further proof that publishers are privy to the revenue associated with in-game
purchases and that they are actively constructing algorithms to influence
purchase rates in online games.
75
D. EXPIRATION
The final version of microtransaction discussed is expiration, and it has
primarily taken hold in the mobile gaming-sphere, with popular games such
as Candy Crush utilizing this tactic for revenue.
76
With expiration
microtransactions, a game will have components (usually playable lives) that
“wear out or can only be used a certain number of times in a given period of
time.”
77
A gamer of Candy Crush can play only a select amount of times for
free daily, with the gamer either having to wait 30 minutes to re-play or pay
$0.99 for a new life.
78
Expiration as a microtransaction model has had
significant financial success, with total Candy Crush players spending an
average of $4.2 million per day on expiration microtransactions in 2018.
79
Ultimately, if a player feels their experience is “being cut short, they will be
more likely to purchase an in-game item to allow their gaming experience to
continue without interruption.
80
In sum, the microtransaction revenue model has been a huge boom for
the industry by generating profits that video game publishers could not
previously fathom.
81
Take-Two Interactive (a publishing titan known for
popular games such as Grand Theft Auto, Red Dead Redemption, and NBA
73. Kyle Orland, Activision’s patented method to drive microtransactions with matchmaking,
ARS TECHNICA (Oct. 18, 2017), https://arstechnica.com/gaming/2017/10/activisions-patented-
method-to-drive-microtransactions-with-matchmaking/.
74. Id.
75. See id.
76. Alexis Kleinman, Use This Candy Crush Cheat to Get Unlimited Lives, HUFFPOST (Aug. 6,
2013), https://www.huffpost.com/entry/candy-crush-cheat_n_3712493.
77. Duverge, supra note 30.
78. Kleinman, supra note 76; See also Boston Blake, 15 Games That Were Ruined by
Microtransactions, SCREEN RANT (Dec. 25, 2017), https://screenrant.com/games-ruined-
microtransactions/; Casey Johnson, Clash of Clans Proves That Our Impatience is Worth Billions,
NEW YORKER (June 24, 2016), https://www.newyorker.com/business/currency/clash-of-clans-
proves-that-our-impatience-is-worth-billions (explaining that games such as The Hunter and Clash
of Clans preys on the impatience of gamers by only allowing a specific amount of plays per day,
allowing the gamer to continue playing only if they spend money).
79. Mike Minotti, Sensor Tower: Candy Crush Players Spend an Average of $4.2 Million a Day
in 2018, VENTURE BEAT (Jan. 9, 2019), https://venturebeat.com/2019/01/09/sensor-tower-candy-
crush-players-spent-an-average-of-4-2-million-a-day-in-2018/.
80. Duverge, supra note 30.
81. Keith Noonan, Can Video Game Companies Count on Microtransactions to Drive Growth?,
MOTELY FOOL (Mar. 30, 2018), https://www.fool.com/investing/2018/03/30/can-video-game-
companies-count-on-microtransaction.aspx.
2021] Let’s Stop Playing Games 553
2k) received $338 million in microtransaction revenue during the first fiscal
quarter of 2019.
82
That $338 million composed 62% of all of Take-Two’s
first quarter revenue.
83
Similarly, Activision Blizzard generated roughly $4
billion in revenue from microtransactions in 2017, representing 57% of their
revenue for that year.
84
Supercell, the creator of the Clash of Clans franchise,
generated revenues of $1.6 billion in 2018, which is monumental considering
it is a “free” game.
85
Fortnite generated revenues of $2.4 billion in 2018,
which is “the most annual revenue of any game in history.”
86
These
staggering numbers suggest that microtransactions are a permanent revenue
source for publishers who should not be trusted to self-regulate due to the
massive potential for abusive behavior.
II. WORLDWIDE AND LOCAL RESPONSES TO
MICROTRANSACTIONS
A. GLOBAL RESPONSE
The response to microtransactions from gamers and numerous
governmental bodies has been less than stellar. Although many gamers
clearly enjoy the benefits that come from microtransactions (proven by the
large revenue numbers they generate), much of the gaming community and
the public-at-large have expressed concerns.
87
A legitimate criticism that
many gamers have expressed is that microtransactions make a game feel
incomplete by default,” because it “forces people to constantly shell out
money just to play the full game” they thought they already purchased.
88
Many gamers find it frustrating to purchase a newly released game for $60
only to find out that, in order to compete in that gaming space, more money
must be spent on in-game microtransactions.
89
82. Jeff Grubb, Microtransactions, DLC Make Up 62% of Take-Two’s First Quarter Revenues,
VENTURE BEAT (Aug. 2, 2018), https://venturebeat.com/2018/08/02/microtransactions-dlc-make-
up-62-of-take-twos-first-quarter-revenues/.
83. Id.
84. Noonan, supra note 81.
85. Dean Takahashi, Supercell Revenues Take a Big Dip in 2018 to $1.6 Billion and Profits to
$635 Million, VENTURE BEAT (Feb. 12, 2019), https://venturebeat.com/2019/02/12/supercell-
revenues-take-a-big-dip-in-2018-to-1-6-billion-and-profits-of-635-million/.
86. Tom Hoggins, Fortnite Earned Record $2.4 Billion in 2018, the ‘Most Annual Revenue of
Any Game in History, TELEGRAPH (Jan. 17, 2019), https://www.telegraph.co.uk/gaming/news
/fortnite-earned-annual-revenue-game-history-2018/.
87. Dave Smith, I Miss the Days When I Only Had to Pay Once for a Video Game, BUS. INSIDER
(Apr. 22, 2015), https://www.businessinsider.com/microtransactions-are-ruining-video-games-
2015-4.
88. Id. (As a gamer myself, I can provide credence to this by saying I have bought multiple $60
games, only to feel compelled to purchase microtransactions in order to feel like I am getting the
‘complete’ game).
89. Christopher Darling, Are All Microtransactions Bad?, CULTURE GAMING (Feb. 18, 2018),
https://cultureofgaming.com/are-all-microtransactions-bad/.
554 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
The biggest public outcry has come from the implementation of loot
boxes as a result of their predatory and psychological nature.
90
The issue has
become such a hot-topic that Andrew Yang, New York City mayoral
candidate, weighed in on the controversy when he stated that Congress
should “be able to empower players to express their economic preferences up
front” by requiring game developers to be more transparent with the odds of
receiving specific items in a loot box.
91
Additionally, he talked about his
belief that video game addiction is a genuine and underreported problem that
requires the creation of an assistance program.
92
Recently, the Federal Trade Commission (FTC) held a public workshop
“to examine consumer protection issues related to video game ‘loot boxes’,”
which provides support for the idea that the public, and more specifically the
government, has taken notice of the issue.
93
One of the primary justifications
for the workshop was that “concerns have been raised about techniques used
to market loot boxes” and that these tactics may lead to minors becoming
addicted to in-game purchases.
94
The workshop was open to the public, but
also was comprised of a variety of stakeholders such as industry
representatives, academics, consumer advocates, and governmental
officials.
95
Belgium threw a gigantic wrench into the battle between the public and
leaders of the video game industry by declaring video game loot boxes
illegal.
96
On April 25, 2018, Belgium’s former Minister of Justice, Koen
Geens, posted a press release discussing Belgium’s Gaming Commission’s
investigation into “loot boxes” in video games.
97
The Gaming Commission
investigated four video games: Star Wars: Battlefront II, Overwatch, FIFA
18, and Counter Strike: Global Offense.
98
Aside from Star Wars: Battlefront
II, Belgium’s Gaming Commission found these games’ loot box mechanics
90. Paul Lilly, FTC to Investigate Predatory Loot Box Practices Sweeping Gaming Industry,
HOT HARDWARE (Nov. 28, 2018), https://hothardware.com/news/ftc-investigate-predatory-loot-
box-practices-gaming-industry.
91. Gene Park, Andrew Yang Weights in on Loot Boxes, Hong Kong and Video Game Addiction,
WASH. POST (Oct. 23, 2019), https://www.washingtonpost.com/video-games/2019/10/23/andrew-
yang-weighs-loot-boxes-hong-kong-video-game-addiction/.
92. Id.
93. Press Release, Fed. Trade Comm’n, FTC to Hold Workshop on Consumer Issues Related to
Loot Boxes (Apr. 5, 2019), https://www.ftc.gov/news-events/press-releases/2019/04/ftc-hold-
august-workshop-consumer-issues-related-loot-boxes.
94. Id.
95. Id.
96. Ethan Gach, Belgium Says Loot Boxes in Games Like Overwatch are Illegal, KOTAKU (Apr.
25, 2018), https://kotaku.com/belgium-says-loot-boxes-in-games-like-overwatch-are-ill-
1825533879.
97. Press Release, Koen Geens, Loot Boxes in Three Video Games in Violation of Gambling
Legislation (Apr. 25, 2018), https://www.koengeens.be/news/2018/04/25/loot-boxen-in-drie-
videogames-in-strijd-met-kansspelwetgeving (This Press Release was translated from Dutch to
English for the purposes of this Note).
98. Id.
2021] Let’s Stop Playing Games 555
to be a “game of chance,” thus subjecting it to Belgian Gaming Law.
99
The
Gaming Commission defines a “game of chance” as a game with a “a game
element” where “a bet can lead to a win or a loss and chance has a role in the
gameplay.”
100
The press release discusses how minors utilizing the loot box mechanic
is “disturbing and that if there is a lack of proper intervention, games of
chance in video games will cause “great damage to people, family and
society.”
101
Peter Naessens, the Director of the Gaming Commission, stated
that “paying [for] lottery tickets are not an innocent part of video games” and
that loot boxes seduce and mislead gamers—a harsh statement directed at the
industry’s largest publishers.
102
With Overwatch, FIFA, and Counter Strike:
Global Offense being susceptible to Belgian Gaming Law, game developers
are now subject to prison sentences and fines of up to €800,000 ($974,605).
103
Video game publishers were understandably upset with Belgium’s
position on loot boxes. EA took a public stand against the ruling and even
threatened to take the issue to court.
104
It asserted that loot boxes were not a
form of gambling and that its games were “developed and implemented
ethically and lawfully around the world.”
105
However, EA released a
statement shortly thereafter in early 2019 stating that “after further
discussions with the Belgian authorities, we have decided to stop offering
FIFA Points for sale in Belgium.”
106
Other publishers like Activision
Blizzard, Valve, and Take-Two also admitted defeat and removed
microtransactions from their games released in Belgium.
107
Due to the publicity that resulted from Belgium’s position on
microtransactions, other countries took notice. Neil McArthur, Chief
Executive of the Gambling Commission in the United Kingdom (UK), told
Parliament that loot boxes are not considered gambling under current UK
99. Id.
100. Id. (emphasis added).
101. Id.
102. Id.
103. Gach, supra note 96.
104. Paul Tassi, EA Surrenders in Belgian FIFA Ultimate Team Loot Box Fight, Raising Potential
Red Flags, FORBES (Jan. 29, 2019), https://www.forbes.com/sites/insertcoin/2019/01/29/ea-
surrenders-in-belgian-fifa-ultimate-team-loot-box-fight-raising-potential-red-
flags/#1f4b1a243675.
105. Id.
106. An Update on FIFA Points in Belgium, ELEC. ARTS (Dec. 2018), https://www.ea.com/en-
ca/news/fifa-points-belgium.
107. Hunter Miche, EA Belgium Microtransactions Will Stop as EA Kneels to Belgian
Authorities, SEGMENTNEXT (Jan. 30, 2019), https://segmentnext.com/2019/01/30/ea-belgium-
microtransactions-will-stop-ea-kneels-belgian-authorities/; See also, Brandon Russell, Mario Kart
Tour Not Available in Belgium Due to Loot Boxes, IMORE (Sept. 27, 2019),
https://www.imore.com/mario-kart-tour-not-available-belgium-due-loot-boxes (discussing how
Mario Kart Tour, an extremely popular F2P Mobile Game, has been banned in Belgium due to most
of the games revenue coming from loot box mechanics).
556 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
law.
108
To be subject to the Gambling Commission’s jurisdiction, a “prize has
to be either money or have monetary value, and loot boxes have no official
way to monetize what is inside them.
109
However, McArthur expressed
“significant concerns” about loot boxes and their popularity with minor
children, saying that gambling laws in the UK need to adapt in order to reflect
reality.
110
McArthur’s analysis found wider support in the UK as Claire Murdoch,
the Director of the UK’s National Health Service, said that loot boxes were
“setting kids up for addiction by teaching them to gamble.”
111
This prompted
the Department for Digital, Culture, Media, and Sport (DCMS) to launch an
investigation in June 2020 seeking to obtain evidence on “consumable in-
game devices found in popular video-game titles.”
112
Observers expect
DCMS to reclassify loot boxes as gambling, although the investigation has
yet to conclude.
113
China was one of the first countries to acknowledge the pitfalls of loot
boxes—likely because of how big the gaming culture is throughout the
country.
114
In 2016, China’s Ministry of Culture released a new set of rules
governing online games in the country.
115
A component of these new rules
requires video games that feature random loot boxes “to reveal the odds of
players receiving items.”
116
The success of this new ruling was quite high as
multiple Chinese developers began revealing the drop rate for specific items
in loot boxes which provided gamers with more transparency.
117
108. Owen S. Good, UK Regulator: Loot Boxes Fall Outside of Current Gambling Law,
POLYGON (July 25, 2019), https://www.polygon.com/2019/7/25/8930207/loot-boxes-gambling-
regulation-banned-uk-law-controversy.
109. Zoe Kleinman, FIFA Packs and Loot Boxes ‘Not Gambling’ in UK, BBC NEWS (July 22,
2019), https://www.bbc.com/news/technology-49074003 (The primary reason that loot boxes fall
outside of the United Kingdom’s gambling jurisdiction as the contents inside the loot boxes have
no monetary value due to them not being able to be sold to third-parties. However, Gambling
Commission Director Brad Enright does talk about the fear of underground markets for loot box
items and how this could be an issue in the future).
110. Good, supra note 108.
111. Philip Conneller, UK Lawmakers ‘Call for Evidence’ Suggests Loot-Box Clampdown
Coming, CASINO (June 8, 2020), https://www.casino.org/news/uk-lawmakers-call-for-evidence-
suggests-loot-box-clampdown-coming/.
112. Id.
113. Id.
114. Chaim Gartenberg, China’s New Law Forces Dota, League of Legends, and Other Games
to Reveal Odds of Scoring Good Loot, VERGE (May 2, 2017), https://www.theverge.com/
2017/5/2/15517962/china-new-law-dota-league-of-legends-odds-loot-box-random; see also, Dean
Takahasi, Niko Partners: China Will Surpass 768 Million Gamers and $42 Billion in Game Revenue
by 2022, VENTURE BEAT (May 7, 2018), https://venturebeat.com/2018/05/07/niko-partners-china-
will-surpass-1-billion-gamers-and-42-billion-in-game-revenue-by-2022/.
115. Gartenberg, supra note 114.
116. Id.
117. Id.
2021] Let’s Stop Playing Games 557
B. LOCAL RESPONSE
In the United States, Washington State Senator Kevin Ranker has been
an outspoken proponent of stronger regulation for loot boxes, stating that “it
is unacceptable to be targeting our children with predatory gambling masked
in a game with dancing bunnies or something.”
118
Senator Ranker proposed
a Washington State bill that would legally reclassify loot boxes as a form of
gambling and would have the Washington State Gambling Commission
conduct an analysis into whether minors should have such immediate access
to loot box-centric games.
119
In another attempt to regulate loot boxes on the state level, Hawaii state
legislators introduced House Bill 2686 and Senate Bill 3024.
120
These bills
“seek to prohibit the sale of any games that include loot boxes that can be
purchased with real money to anyone under 21 years of age.
121
Other
proposed Hawaii state bills (such as House Bill 2727 and Senate Bill 3025)
would require game publishers to “prominently label games that have
randomized purchase systems and disclose the probability rates of specific
loot box rewards.”
122
State Representative Chris Lee justifies the adoption of
these regulations by arguing that the video game industry is beginning to
“exploit people, especially children, to maximize profit.
123
Unfortunately,
all of these bills either died after failing to meet legislative deadlines or were
amended to completely remove all loot box language.
124
III. UNITED STATES JURISPRUDENCE ON
MICROTRANSACTIONS
With video games being a relatively new phenomenon, US jurisprudence
has been far from conclusive when addressing the predatory nature of
microtransactions. A handful of cases show that laws have not yet adapted to
the new video game landscape.
118. Cal Jeffrey, Washington state to determine if loot boxes are gambling, TECHSPOT (Jan. 25,
2018), https://www.techspot.com/news/72943-washington-state-determine-if-loot-boxes-
gambling.html.
119. Id.
120. Rob LeFebvre, Hawaii legislators want to put age restrictions on loot boxes, ENGADGET
(Feb. 13, 2018), https://www.engadget.com/2018/02/13/hawaii-legislators-age-restrictions-loot-
crates/?ncid=txtlnkusaolp00000603.
121. Id.
122. Id.
123. Id.
124. Michael Brestovansky, ‘Loot box’ bills fail to advance, HAW. TRIB. HERALD (Mar. 24,
2018), https://www.hawaiitribune-herald.com/2018/03/24/hawaii-news/loot-box-bills-fail-to-
advance/. (Senate Bill 30215 was a companion to House Bill 2727, and completely removed all loot
box language in an amended version of the bill).
558 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
A. MASON V. MACHINE ZONE INC.
The Fourth Circuit heard arguments in March of 2017 for Mason v.
Machine Zone, Inc., the most impactful video game microtransaction case
opined thus far.
125
Mason filed a class action complaint against Machine
Zone, Inc., the developer of the extremely popular mobile game, Game of
War: Fire Age.
126
Mason claimed that she and thousands of other users “lost
money participating in an unlawful ‘gaming device,’” which should permit
recovery under Maryland’s gambling loss recovery statute
127
This “gaming
device” consisted of allowing players to spin a virtual wheel within Game of
War to win virtual prizes
128
that can be used within the game.
129
Mason
sought recovery of the financial losses she incurred as a result of spinning the
virtual wheel.
130
In Game of War, players can purchase virtual “gold” from $4.99 for
1,200 pieces of virtual gold to $99.99 for 20,000 pieces.
131
A player can
utilize virtual gold to obtain virtual “chips that can be used at the Game of
War virtual casino.
132
Game of War developers created an “animated light
[that] rotates around the wheel,” making the gambling process visually
stimulating.
133
Players who spin the virtual wheel have no control over the
outcome of the spin, meaning that “no skill on the part of the player
influences the virtual prize they receive.
134
Between early 2014 and January
2015, “Mason paid over $100 to participate in the virtual casino”
135
and
claimed that she lost money because she received “prizes that were worth less
than the amount of money she spent to spin the wheel.”
136
Under Maryland’s Loss Recovery Statute, [a] person who loses money
at a [prohibited] gaming device may recover the money as if it were a
common debt.”
137
Maryland law defines “gaming device” as “a game or
device at which money or any other thing or consideration of value is bet,
wagered or gambled, and includes a “wheel of fortune.”
138
The Fourth Circuit acknowledged that the virtual casino in Game of War
is a prohibited gaming device, but concluded that Mason did not “lose
125. See Mason v. Mach. Zone, Inc., 851 F.3d 315 (4th Cir. 2017).
126. Id. at 316–17
127. Id.
128. These virtual prizes may consist of cosmetics for characters, upgrades, and in-game currency
that can be used to purchase specific upgrades that the player deems appropriate.
129. Mach. Zone, Inc., 851 F.3d at 316–17.
130. Id.
131. Id.
132. Id.
133. Id.
134. Mach. Zone, Inc., 851 F.3d at 318.
135. Id.
136. Id.
137. Id. at 319.; See also Md. Code Ann., Crim. Law § 12-110(a) (West 2013).
138. Md. Code Ann., Crim. Law § 12-101(d)(1)(ii), (d)(2) (West 2013).
2021] Let’s Stop Playing Games 559
money” when participating in the virtual casino.
139
The Fourth Circuit
reasoned that for an individual to lose money under the Loss Recovery
Statute, a winner of money must invariably be involved.
140
However, the
money that Machine Zone received from Mason had nothing to do with the
outcome of the virtual wheel, as they “retained the money that Mason paid to
obtain virtual gold regardless of the outcome of Mason’s spin of the virtual
wheel.”
141
The court found that when Mason spun the virtual wheel there
was “no money at stake” because her potential rewards were either virtual
gold or other virtual resources, which are neither real money nor redeemable
for money.
142
In short, “Mason could not have lost or won money as a result
of her participation in that virtual activity.”
143
The Fourth Circuit’s decision does not appear to reflect the current
realities of the virtual world and is a huge blow to consumer protection when
it comes to microtransaction and loot box mechanics. There can be no dispute
that “Machine Zone benefits monetarily from the availability of in-game
gambling.
144
The Fourth Circuit read Maryland’s statute too narrowly
because while virtual chips are not redeemable for money, they are used for
other critical aspects of the game.
145
Additionally, players with significant
virtual gold deposits for a game such as Game of War sell their accounts on
a secondary market, which proves that virtual gold indeed has monetary
value.
146
Overall, this case shed light on gambling statutes’ inability to
regulate loot boxes and other microtransactions, proving the need for stronger
governmental intervention.
B. MCLEOD V. VALVE CORPORATION
In McLeod v. Valve Corporation, plaintiffs sued Valve Corporation
(Valve), developer of the extremely popular game Counter-Strike: Global
Offense (CS:GO), alleging that Valve allowed “an illegal online gambling
market” to operate through its “Steam platform
147
.”
148
In the complaint,
plaintiffs argued that CS:GO weapon skins (Skins) are equivalent to casino
139. Mach. Zone, Inc., 851 F.3d at 319.
140. Id.
141. Id. (emphasis added).
142. Id.
143. Id.
144. Venkat Balasubramani, Appeals Court Affirms Rejection of Gambling Claims Against
Machine Zone, TECH. & MKTG. L. BLOG (Mar. 18, 2017), https://blog.ericgoldman.org/
archives/2017/03/appeals-court-affirms-rejection-of-gambling-claims-against-machine-zone.htm.
145. Id.
146. Id.
147. Steam is Valve’s greatest revenue producer, operating as “an online platform” where users
can purchase games online and play them from around the world with only their profile. Players of
CS:GO have the opportunity to purchase virtual weapons with different ‘textures’ through Steam,
with prices fluctuating depending on the rarity of the weapon skin purchased.
148. McLeod v. Valve Corp., No. C16-1227-JCC, 2016 WL 5792695, at *1 (W.D. Wash. Oct. 04,
2016).
560 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
chips with “monetary value outside the game itself because of the ability to
“turn Skins directly into cash through third-party gambling sites.”
149
At
the time of the complaint, third-party gambling websites were extremely
popular with “tens of thousands of people [betting virtual] items from CS:GO
on these [websites].”
150
Therefore, the virtual goods that are won and lost in-
game have actual real-world value on Steam.
151
Valve receives 15% on the
sale of each Skin sold through its Steam marketplace, resulting in an
incentive to market these third-party gambling websites as more gamers will
purchase Skins.
152
Plaintiffs claimed that “Valve is aware that rigged third-
party sites are taking money from Valve’s teenage customers” and that
popular YouTube channels “actively [promote] Lotto
153
as a gambling
service,” which helps generate excitement about gambling Skins.
154
Plaintiffs brought their claim under the Racketeer Influenced and
Corruption Organizations Act (RICO), which combats organized crime by
allowing penalties for racketeering activities, including illegal gambling.
155
The elements of a civil RICO claim are: (1) conduct (2) of an enterprise (3)
through a pattern (4) of racketeering activity (5) causing injury to plaintiff’s
business or property.
156
To prove injury under a RICO claim, “plaintiffs must
show proof of concrete financial loss, and not mere injury to a valuable
intangible property interest.”
157
Ultimately, the Ninth Circuit would reject the
plaintiffs’ RICO claim, saying that “gambling losses are not sufficient injury
to business or property for RICO standing.
158
Although McLeod v. Valve was dismissed, it caught the attention of the
Washington State Gambling Commission.
159
On October 5, 2016, the
Washington State Gambling Commission announced it had contacted Valve
149. Id.
150. Id.
151. Evan Lahti, CS:GO’s controversial skin gambling, explained, PCGAMER (July 06, 2016),
https://www.pcgamer.com/csgo-skin-gambling/.
152. Valve Corp., 2016 WL 5792695 at *1.
153. CSGO Lotto was a “skin gambling” website, where players would connect their Steam
accounts and “use the weapon skins they owned to enter into [gaming contests],” meaning that if
they lost the virtual game, they would lose their skin. These skins, although completely virtual in
nature, would end up having monetary value as they could be exchanged on Valve’s Steam
Marketplace for real cash. See Charlie Hall, CSGO Lotto’s lawyer says it was never a gambling site,
and here’s why, POLYGON (Dec. 18, 2017), https://www.polygon.com/2017/12/18/16782124/csgo-
lotto-lawsuit-gambling-terms-of-use-tmartn; see also Steve Dent, YouTubers avoid fine over Valve
‘CS:GO’ gambling scan, ENGADGET (Sept. 08, 2017),
https://www.engadget.com/2017/09/08/youtube-csgo-lotto-fcc-no-fine/.
154. Valve Corp., 2016 WL 5792695 at *1.
155. Racketeer Influenced and Corrupt Organizations Act (RICO), NOLO (last visited Feb. 13,
2021). https://www.nolo.com/legal-encyclopedia/content/rico-act.html.
156. Valve Corp., 2016 WL 5792695 at *2.
157. Id.
158. Id.
159. See Colin Campbell, Washington Gambling Commission demands end to Valve CS:GO skin
gambling, POLYGON (Oct. 5, 2016, 2:14 PM), https://www.polygon.com/2016/10/5/13176244/
washington-gambling-commission-demands-end-to-valve-cs-go-skin.
2021] Let’s Stop Playing Games 561
to “immediately stop allowing the transfer of Counter-Strike: Global
Offensive virtual weapons for gambling activities” through Steam.
160
Valve’s
legal counsel Liam Lavery fired back that “Valve is not engaged in gambling
or the promotion of gambling,” and that the company does not “facilitate
gambling.
161
However, Valve eventually admitted defeat following public
backlash and sent cease and desist notices to third-party gambling websites
asserting that “utilizing Steam to facilitate [third-party gambling] services
does not comply with its user agreements.”
162
C. UPCOMING LITIGATION
At the end of 2020, a class-action lawsuit was filed against EA in the
United States District Court for the Northern District of California alleging
that EA’s games “are programmed to adjust the difficulty of games based
upon individual gamers’ skills level.”
163
Because of this, the gamers argue
that they are forced to “purchase more ‘loot boxes’” in order to compete in
that gaming space.
164
A big point of emphasis will be whether the District of
California enforces EA’s arbitration agreement, which all gamers must
accept when playing games published by EA.
165
If arbitration is not enforced,
a precedent will be set that allows gamers to potentially file class actions
against other businesses offering games of chance.
166
This lawsuit is
currently in its infancy but may have far-reaching consequences.
IV. CONGRESS ATTEMPTS TO PROTECT CHILDREN WITH
ABUSIVE GAMES ACT
With the deficiency of legal jurisprudence on the subject and legislation
lacking the relevance required to connect itself with video games, more must
be done to protect young consumers. On May 23, 2019, Senator Hawley
formally introduced the Loot Box Bill to ban the sale of loot boxes to
children.
167
The Loot Box Bill seeks to “regulate certain pay-to-win
160. Id.
161. Id.; See also Mark Jansen, $5 Billion Spent on CS:GO Skin Gambling in 2016, TECHRAPTOR
(Jan. 25, 2017), https://techraptor.net/gaming/news/5-billion-spent-on-csgo-skin-gambling-in-2016
(discussing how Valve has a lot of money at stake when it comes to CS:GO skin gambling).
162. Jacob Wolf, Valve prohibits online gambling through Steam for Counter-Strike and Dota 2,
ESPN (July 13, 2016), https://www.espn.com/esports/story/_/id/17058219/valve-prohibits-online-
gambling-steam-counter-strike-dota-2.
163. Andrew J. Silver, An Imperfect Storm Has Sports Betting Operators Watching The EA Class-
Action Lawsuit, FORBES, (Dec. 10, 2020), https://www.forbes.com/sites/andrewjsilver
/2020/12/10/an-imperfect-storm-has-sports-betting-operators-watching-the-ea-class-
action/?sh=4e9d4561fa22.
164. Id.
165. Id.
166. Id.
167. Makena Kelly, Bill to ban the sale of loot boxes to children presses forward with bipartisan
support, VERGE (May 23, 2019), https://www.theverge.com/2019/5/23/18636535/loot-boxes-josh-
hawley-markey-blumenthal-privacy-video-games.
562 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
microtransactions and sales of loot boxes in interactive digital entertainment
products, and for other purposes.
168
Section 1(a)(1)(a) of the bill would
hinder a game developer’s ability to market microtransactions to minors by
making it “unlawful for a game publisher to publish a minor-oriented game
that includes pay-to-win microtransactions or loot boxes.”
169
Senator Hawley
may have genuine intentions with the Loot Box Bill, but the language of the
bill shows a true lack of video game sophistication.
170
Section 2(5) of the bill
defines “minor-oriented game” to mean “an interactive digital entertainment
product for which the target audience is individuals under the age of 18.
171
Section 2(5) outlines a wide range of considerations that can be analyzed to
find whether a game constitutes a minor-oriented game. The FTC can look
into: Section 2(5)(A) the subject matter of the product; (B) the visual content
of the product; (C) the music or audio content of the product; or (D) other
evidence demonstrating that the product is targeted at individuals under the
age of eighteen.
172
By stating “subject matter can be used to decide whether a game is
minor-oriented, Section 2(5)(A) may cause problems because subject matter
is too broad and subjective.
173
To the masses, video games “generally appeal
to kids,” meaning that subject matter is invariably minor-oriented and thus
implying that almost every game should be subject to the Loot Box Bill’s
conditions.
174
An additional issue derives from Section 1(b)(1)(b), which
states “it is unlawful for a game publisher to publish an interactive digital
entertainment product that is not a minor-oriented game if the publisher has
constructive knowledge that any of its users are under the age of 18.”
175
The
Loot Box Bill does not define constructive knowledge, making it difficult to
discern whether a game publisher falls under the jurisdiction of the bill or
not.
176
Generally, a lawyer evaluating the Loot Box Bill would most likely
conclude from Section (1)(b)(1)(b) that “if a publisher or distributor should
have known that a single user of a game was under eighteen years old, and
that game contained loot boxes or prohibited micro-transactions, they would
be liable for penalties.”
177
This might cause microtransactions to be outlawed
168. Protecting Children From Abusive Games Act, LYN19247, 116
th
Cong. § 1 (2019).
169. Id. (emphasis added).
170. See Brandon Huffman, FAQ on a bill (S1629) proposing The Protecting Children from
Abusive Games Act, GAMASUTRA (May 31, 2019), https://www.gamasutra.com/blogs/
BrandonHuffman/20190531/343658/FAQ_on_a_bill_S1629_proposing_The_Protecting_Children
_from_Abusive_Games_Act.php.
171. Protecting Children From Abusive Games Act, supra note 168.
172. Id. The examples provided are not completely inclusive, as the Loot Box Bill provides a
multitude of other ways to prove that a game is oriented towards minors.
173. See Huffman, supra note 170.
174. See id.
175. Protecting Children From Abusive Games Act, supra note 168.
176. Huffman, supra note 170.
177. Id.
2021] Let’s Stop Playing Games 563
on a scale much wider than gamers would appreciate due to the fact that
nearly every video game is played by gamers under the age of eighteen.
178
An even deeper dive into the definitions of Section 2(5) sheds light on
the potential problems that could be associated with the Loot Box Bill.
179
The
Entertainment Software Rating Board (ESRB) is responsible for providing
the public with ratings on specific games, and in-turn these ratings assist
parents with knowing whether their child is mature enough for a specific
game.
180
The three most common ratings are:
a) Everyone “Content is generally suitable for all ages. May
contain minimal cartoon, fantasy or mild violence and/or
infrequent use of mild language.”
b) Teen “Content is generally suitable for ages 13 and up. May
contain violence, suggestive themes, crude humor, minimal
blood, simulated gambling and/or infrequent use of strong
language.”
c) Mature “Content is generally suitable for ages 17 and up. May
contain intense violence, blood and gore, sexual content and/or
strong language.
181
Under the Loot Box Bill’s definition of minor-oriented games, games
that have received a Mature rating would be under the Bill’s jurisdiction.
182
This may be a significant issue because such Mature-rated games, often
played by adults, will now be deemed minor-oriented under the Loot Box
Bill.
183
This means that there would be very few (if any) scenarios where a
video game could be seen as not minor-oriented, which could potentially
eradicate the entire microtransaction model.
184
Adult gamers “should have
the right to make in-game purchases or gamble with loot boxes if they so
please, and the broad reach of Section 2(5) may make that reality
unattainable.
185
Section 2(7)(A) defines “pay-to-win microtransactions” as “an add-on
transaction to an interactive digital entertainment product that eases a user’s
178. See id.
179. Jason Schreier, U.S. Senator Says His Anti-Loot Box Bill Has The Video Game Industry
Worried, KOTAKU (May 21, 2019), https://kotaku.com/u-s-senator-says-his-anti-loot-box-bill-has-
the-video-1834905639.
180. Charlie Hall, A brief history of the ESRB rating system, POLYGON (Mar. 3, 2018),
https://www.polygon.com/2018/3/3/17068788/esrb-ratings-changes-history-loot-boxes.
181. All definitions come from ESRB, Ratings Guide, ESRB, https://www.esrb.org/ratings-
guide/ (last visited Feb. 3. 2021).
182. Olivia Richman, Congress’ infamous “loot box bill” will hurt the industry, UPCOMER (June
4, 2019), https://upcomer.com/lol/story/1419025/loot-box-bill.
183. See id.; See also Steven Chung, Senate Bill Could Mean Game Over For Microtransactions
And Loot Boxes, ABOVE L. (May 29, 2019), https://abovethelaw.com/2019/05/senate-bill-could-
mean-game-over-for-microtransactions-and-loot-boxes/?rf=1.
184. Richman, supra note 182.
185. Id.
564 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
progression through content otherwise available within the game without the
purchase of such transaction.”
186
This section is especially crucial if the Loot
Box Bill is to gain widespread support from the gaming community, as
having a broad definition of pay-to-win microtransaction may open the
floodgates to games being liable for microtransactions that are not considered
predatory in the industry.
187
Wedbush Securities analyst Michael Pachter
sheds light on the pitfalls of a broad definition of pay-to-win
microtransactions, saying that Senator Hawley calls Candy Crush, “whose
average player is a 48-year-old housewife, as being a game that targets
minors with its $150 bundles.
188
Under the Loot Box Bill’s frequently asked questions webpage, a
primary question is whether it will ban all downloadable content.
189
The
answer provided is a resounding “no,” however, this question drastically
misses the mark. The question that should be asked is “[does] this bill ban
more games than is needed to accomplish the goal of protecting kids from
predatory monetization practices?”
190
As shown by the broad scope of
Section (1)(b)(1)(b) and Section 2(5), the answer should be “yes,” because
games that are primarily played by mature audiences will be subject to the
jurisdiction of the Loot Box Bill due to its “very broad definitions of minor-
oriented and pay-to-win and constructive knowledge standard.”
191
In sum,
the Loot Box Bill might have genuine intentions, but its broad scope could
have severe inadvertent consequences on the video game industry, and
changes are necessary to properly regulate the games that gamers want.
V. PROPOSED SOLUTION TO RECTIFY LANGUAGE ISSUES IN
LOOT BOX BILL
In order for the Loot Box Bill to gain widespread support from both the
gaming community and Congress, Senator Hawley and his co-authors would
best be served by working hand-in-hand with industry leaders in order to fully
understand the complexities of the video game marketplace.
192
Stanley
Pierre-Louis, CEO of the Entertainment Software Association (ESA), has
said that the Loot Box Bill is “flawed and riddled with inaccuracies” and
186. Protecting Children From Abusive Games Act, supra note 168.
187. Giancarlo Caldes, ‘Zero’ chance it passes: Game analysts break down senator’s anti-loot
box bill, VENTUREBEAT (May 13, 2019), https://venturebeat.com/2019/05/13/zero-chance-it-
passes-game-analysts-break-down-senators-anti-loot-box-bill/.
188. Id.
189. Huffman. supra note 170.
190. Id.
191. Id.
192. See CJ Andriessen, Senator Hawley’s anti-loot box bill is taking a scorched earth approach
to invasive microtransactions, DESTRUCTOID (May 24, 2019), https://www.destructoid.com/senator
-hawley-s-anti-loot-box-bill-is-taking-a-scorched-earth-approach-to-invasive-microtransactions-
554673.phtml.
2021] Let’s Stop Playing Games 565
would “ultimately prove harmful to the player experience.”
193
These flaws
and inaccuracies most likely stem from the fact that Senator Hawley is
admittedly not a gamer,
194
leading to the presumption that he does not
completely grasp how the industry operates. The ESA has offered its support
to the bill’s co-sponsors in helping them fully understand the
microtransaction industry and why the Loot Box Bill would be far too broad
in its scope.
195
The Loot Box Bill must completely overhaul their system of evaluating
minor-oriented games. Abstract categories such as the subject matter of the
game or its visual contents are entirely too broad and could theoretically
encapsulate any video game. The guidelines for determining minor-oriented
games must become more rigid, making it easier for game developers to fully
know whether their game is subject to the jurisdiction of the Loot Box Bill.
Another benefit from adding more rigid guidelines is that only
microtransactions the industry finds predatory will be banned; there is little
to no issue with adults purchasing microtransactions to change their playable
character’s appearance or adding more content to prolong the story of a
specific game.
To improve the rigidity of the Loot Box Bill’s language, the bill’s
cosponsors should rework Section 1(b)(1)(b). Games that receive a Mature
rating are intended to be played by individuals aged 17+, meaning that
Section 1(b)(1)(b)’s language of targeting games played by anyone under
eighteen would capture the entire video game market. The bill’s cosponsors
should use the ESRB’s rating system as a guide. Instead of saying that games
played by anyone under the age of eighteen years old would fall under the
Loot Box Bill’s jurisdiction, Section 1(b)(1)(b)’s language should reflect that
games with an Everyone or Teen rating will be subject to the Loot Box Bill
and closely scrutinized. This will allow games played primarily by adults to
offer forms of microtransactions, while also making clear to developers when
they must comply with the Loot Box Bill.
However, making this change would not go far enough to regulate mobile
games because certain mobile games, like Candy Crush and Clash of Clans,
do not receive ratings by the ESRB.
196
As such, the Loot Box Bill should
have an updated section that deals entirely with mobile games and their
microtransactions. This section should include specific guidelines that help
evaluate whether a mobile game utilizes predatory microtransactions
mechanics that specifically target the vulnerability of young kids. Potential
193. Steve Watts, US Senate Loot Box Bill “Riddled With Inaccuracies, Says ESA, GAMESPOT
(June 6, 2019), https://www.gamespot.com/articles/us-senate-loot-box-bill-riddled-with-
inaccuracies-/1100-6467222/.
194. See Schreier, supra note 179.
195. Watts, supra note 193.
196. Candy Crush Saga, LEARNING WORKS FOR KIDS, https://learningworksforkids.com
/playbooks/candy-crush-saga/ (last visited Feb. 28, 2021)
566 BROOK. J. CORP. FIN. & COM. L. [Vol. 15
guidelines might include looking into data for mobile games such as the
average age of players, the average amount spent on microtransactions, and
how much time spent per gaming session. Additionally, Congress must be
cognizant that mobile games can greatly differ from one another, and that no
clear objective standard is plausible. Receiving advice from industry experts,
and respecting their views on microtransactions on specific games, would go
a long way in properly classifying predatory games that target young
consumers. With mobile games not receiving ESRB ratings the guidelines
must be more fluid compared to other sections, but what is currently written
under the Loot Box Bill is entirely too broad.
CONCLUSION
The rise in microtransactions has fully entrenched itself as a standard in
the video game community. With young children specifically prone to the
pitfalls associated with microtransactions, especially loot box purchases, a
problem has arisen where young gamers spend excessive amounts of money
on in-game purchases. Many countries have taken notice. Belgium took a
significant step by completely outlawing all forms of loot box
microtransactions. In the United States, there have been multiple attempts to
solve the loot box crisis through legal jurisprudence. However, due to the
lack of well-formed law in the subject area, consumers have been left
vulnerable. Senator Hawley introduced “The Protecting Children from
Abusive Games Act” in order to protect young gamers from the hazards
linked with microtransactions. Although the bill has genuine intentions, its
broad scope could result in catastrophe for the video game industry. For the
Loot Box Bill to truly protect gamers from the microtransactions most
deemed predatory, a re-drafting of the bill is required to limit its scope and
not completely eradicate the microtransaction model.
Dominick Tarantino
*
* I would like to thank the Brooklyn Journal of Corporate, Financial, & Commercial Law for
the opportunity to publish this Note. It would not have been possible without the help of the editors
and staff members. Additionally, I would like to give a special thanks to my family, and friends
Zach, Grace, Jack, and Jeremy for being an invaluable support system during this process.