FTC Video Game Loot Box Workshop

STAFF PERSPECTIVE | AUGUST 2020

FTC BUREAU OF CONSUMER PROTECTION FTC.GOV

Introduction 

On August 7, 2019, the Federal Trade Commission (“FTC”) hosted a workshop in Washington, 

DC on video game loot boxes and related microtransactions.

1

 In recent years, video game loot 

boxes have been the subject of national and international scrutiny due to concerns that they 

promote compulsive or gambling-like behavior or use predatory tactics to encourage addictive 

consumer spending, particularly in children. 

A number of countries have examined whether to regulate loot boxes, with some offering policy 

recommendations, implementing restrictions, or imposing bans.2

 Legislators in the United States 

likewise have raised concerns, including proposals at the state and federal levels to regulate loot 

boxes.3 In addition, the video game industry has engaged in self-regulation, for example through 

the Entertainment Software Rating Board (“ESRB”) rating system, in-game purchase 

disclosures, parental control features, and consumer education initiatives.4

 

A mission of the FTC is to prevent deceptive or unfair acts or practices in or affecting commerce, 

which it achieves, for example, through civil law enforcement actions pursuant to Section 5 of 

the FTC Act, 15 U.S.C. § 45, industry reports and workshops, and consumer and business 

education. The purpose of this workshop was to provide a public forum to discuss consumer, 

industry, and academic viewpoints on loot boxes and related microtransactions. 

In this staff perspective, we highlight several issues raised at the day-long workshop and in 

comments submitted to the public docket,5 including the role of microtransactions and loot boxes 

in the video game marketplace, public concerns about these monetization systems, emerging 

academic research on loot boxes, and ongoing industry self-regulatory initiatives. 

Key Takeaways

What Are Video Game Microtransactions and Loot Boxes?

A video game microtransaction refers to an in-game purchase, typically for a small fee. Broadly 

speaking, a loot box is a video game microtransaction in which the consumer purchases a reward 

containing one or more virtual items of differing value or rarity assigned at random. The player 

may be aware of the types of items in the loot box prior to purchase but will not know the 

specific reward until opening the box. A player may purchase loot boxes, individually or in 

packages, with real money or in-game currency. Alternatively, a player may unlock loot boxes 

without additional payment by, for example, completing in-game tasks or logging into the game 

regularly. 
FTC Video Game Loot Box Workshop | Staff Perspective

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Microtransactions and loot boxes appear across genres of video games, including sports games, 

role playing games, and action games, and come in many forms. For example, players may use 

them to acquire a new outfit or other character feature, an extra life to allow a player to continue 

gameplay, or a season pass giving the player access to upcoming game content at a discount. 

Panelists and comments to the public docket described several categories of microtransaction and 

loot box options: (1) cosmetic items to change a character’s appearance (“skins”) or expressions 

(“emotes”); (2) card packs containing items or characters of differing value; (3) “pay-toprogress” transactions, like extra energy or time, as an incentive to continue game play; and

(4) “pay-to-win” transactions, such as stronger characters and better weapons, that give players 

that pay an advantage over players that do not purchase them.6

 A single video game may 

incorporate one or more of these transaction models. A few panelists and commenters noted that 

some games may allow players to trade virtual items with other players or to sell virtual items for 

in-game currency or real money, while other games may place limitations on what items, if any, 

can be traded or sold.

7

 

How Have Microtransactions and Loot Boxes Evolved?

As several panelists described, the video game landscape has changed dramatically in recent 

decades.8 Video games began as one-time, static purchases for use on computers or game 

consoles. The development of downloadable content and mobile apps changed the business 

model. Video games increasingly function as a service in which after acquiring a game, players 

can purchase new content through downloadable updates available in various forms, including 

expansion packs, subscription services, and season passes.9

 These services are now present in 

both single- and multi-player games, including games played across multiple platforms

(e.g., console, personal computer, mobile).

Microtransactions have become a multi-billion-dollar market, accounting for a significant 

percentage of all revenue derived from video games.10 As one panelist noted, many games 

today, particularly mobile apps, are free to download and rely on in-app purchases to pay for 

their development.11 Even games that consumers pay for upfront may include microtransactions 

to cover the high costs of development and updates.12 

As video games have evolved, so too have industry educational resources for consumers. For 

example, for many years, the ESRB has assigned age and content ratings to video games and 

mobile apps to help consumers, especially parents, determine a game’s appropriateness.13 The 

rating system has three parts: 1) age rating categories (Everyone, Everyone 10+, Teen, Mature 

17+, or Adult Only); 2) content descriptors (e.g., Violence), and 3) interactive elements (e.g., InGame Purchases). In addition, the ESRB routinely obtains feedback from parents about the 

rating system.

What Are Key Concerns About Loot Boxes?

The growth of paid loot boxes and microtransactions has generated strong reactions, and both the 

gaming industry and consumers have mixed views. Some panelists view paid loot boxes as 

optional expenditures that benefit players by offsetting game development costs and allowing 

people to play games for free or at reasonable prices.14 Others cautioned that certain loot box 
FTC Video Game Loot Box Workshop | Staff Perspective

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tactics have caused consumers to mistrust industry motivations, a sentiment echoed in written 

comments submitted to the public docket.15 For example, some games pressure players to 

bypass grinding gameplay loops in favor of buying loot boxes to advance (the pay-to-win 

scenario), while other games promote loot box purchases that typically yield disappointing, lowvalue items.16 While free games provide users access with no upfront investment, one panelist 

observed that free games appear to have some of the more problematic microtransactions and 

loot boxes.17 Gamers have grown frustrated by these problems and do not feel that industry has 

listened to their concerns.18 

Panelists and commenters raised several specific concerns with how loot boxes currently 

function and how they are disclosed. 

- Mechanics that May Confuse or Manipulate Consumers. Several panelists and 

comments submitted to the public docket criticized loot box monetization techniques that 

they say mask the real costs to players, because the details of the offer are confusing or 

because the games may use visual or other tactics to keep players psychologically and 

financially invested in gameplay.19 Some panelists and a number of public commenters 

suggested that the mechanics have gambling-like qualities or incorporate predatory 

tactics, but others disputed these characterizations.20 One panelist also expressed concern 

that developers may use knowledge of player preferences and spending habits to 

manipulate consumers into spending money on loot boxes.21 In a written comment, the 

Entertainment Software Association (“ESA”) stated that it is not aware of any of its 

members using such information to worsen players’ odds to prompt them to buy loot 

boxes.22 

- Feeling Pressure to Spend. Panelists spoke about the social aspect of modern video 

games. Many games allow users to play with or against other players online. This 

interactive atmosphere may place more pressure on players to spend money.23 In 

cooperative games, players may not want to let their team down if other team members 

have better gear and contribute more to the team’s success. In competitive games, 

players may feel it necessary to spend money on better items or characters in order to 

keep pace with their opponents. A few panelists and commenters also explained that the 

quest for rare items, especially when combined with the ease and instant gratification of 

digital transactions, may tempt some players to engage in persistent spending.24 

- Impact on Children. Several panelists and comments to the public docket discussed 

concerns about children interacting with loot boxes and other in-game purchases, noting 

that kids are vulnerable to manipulation and social pressure, or may not fully understand 

the cost of the transaction.25 Despite the ESRB rating system and disclosures, and 

parental controls, some panelists and commenters questioned whether the current 

protections were sufficient.26 As some noted, it is challenging for parents to navigate the 

varied and evolving ways that children play video games, and parents need useful 

information and tools to help them communicate with their children.27 Some panelists 

and commenters suggested adopting in-game purchase disclosures that describe more 

specifically the types of in-game microtransactions. One panelist and a few commenters 

suggested modifying the ESRB rating for games with loot boxes, for example by rating 

all such games as Mature or Adult Only, or by creating a new rating.28 As noted below, 
FTC Video Game Loot Box Workshop | Staff Perspective

4

since the workshop, ESRB has announced a new disclosure for games that offer random 

items. 

- Disclosure of Loot Box Odds. Panelists and some commenters expressed concern 

about the transparency of loot box odds, particularly if a game uses dynamic odds that 

may vary by player or time.29 Apple and Google require all mobile apps that have loot 

boxes to disclose odds,30 and at the workshop, the ESA announced that by the end of 

2020 Microsoft, Nintendo, and Sony would require disclosure of loot box odds for new 

games and existing games that add new loot box features.31 Implementation of these 

policies is ongoing,

32 and the ESA stated in a public comment that regardless of whether 

the probability of obtaining an item is static or dynamic, “the rate disclosed to players 

will accurately reflect the current rate at the time of purchase.”33 Staff advises that 

disclosure of loot box odds must be accurate and nonmisleading to avoid a Section 5 

violation. 

- In-Game Purchase Disclosures. Frequently, developers utilize in-game currencies 

rather than real-world currencies to maintain a player’s sense of immersion in the game. 

But this may confuse some players, as it essentially requires a player to remember the 

real currency to in-game currency “exchange rate” and calculate it for every transaction. 

In addition, some panelists and public commenters noted that even when a real money 

cost is disclosed, it may not adequately explain how much a player can expect to pay 

after the initial transaction.34 Several panelists and commenters opined that these 

practices make it easier for the consumer to lose sight of the true costs of gameplay.35 

Others countered that in-game currency has practical purposes (e.g., less frequent credit 

card transactions), preserves the integrity of the game narrative, and noted that parents 

and players can set spending limits on their phones or game consoles.36 ESRB’s research 

indicates that the spending limit function is the number one video game control feature 

that parents choose to enable.37 Staff encourages publishers to enhance purchase 

disclosures to provide consumers with meaningful information about the real money 

costs associated with loot box microtransactions. 

- Content Creator Disclosures. Another feature of modern video games is the rise of 

“content creators,” avid video game players who livestream their gameplay to sometimes 

millions of followers. The panelists noted that these content creators should follow the 

FTC’s Endorsement Guides, which, among other things, require people to disclose any 

material connections between themselves and the products they are touting, such as 

compensation agreements.38 One panelist offered an example of a publisher proposing 

better odds on loot boxes to a content creator for promotional purposes than odds 

available to the general public.39 In a publicly filed comment, ESA stated that it is not 

aware of its members modifying loot box odds for social influencers.40 Panelists also 

flagged challenges to effective disclosures during video game livestreams.41 Livestreams 

can often run for hours at a time, with viewers coming and going, so one disclosure 

upfront is unlikely to reach an entire audience. In addition, content creators do not 

control the platforms they use, such as YouTube and Twitch, so they do not have the 

ability to program a visual disclosure to appear throughout their livestreams.42 Content 

streamers and streaming platforms both have obligations to ensure that material 
FTC Video Game Loot Box Workshop | Staff Perspective

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connection disclosures are clear and close in time to the triggering claim so as not to be 

deceptive under Section 5.43

What Does Emerging Research Tell Us About Loot Boxes?

As a relatively new phenomenon, the existing body of research on video game loot boxes is 

limited but expanding into fields such as marketing, business operations, and behavioral science. 

The workshop provided a snapshot of some of these studies. For example,

- A media effects specialist presented his research on the correlation between loot box 

purchases and measures of problem gambling, demonstrating that individuals who 

purchase a large amount of loot boxes score higher on an index of problem gambling.44 

It is unclear whether the driver of this observed link is problem gambling or loot box 

mechanics, but in the researcher’s opinion the correlation is concerning. 

- A marketing professor presented data from a single-player mobile game to estimate 

whether people purchase loot boxes because they enjoy the chance to receive a reward or 

for the functional utility of advancing in the game.45 Players had to progress through 

many levels of the game by winning battles using various characters. Loot boxes 

contained characters of different value that could help a player advance. For this type of 

game, the professor’s research indicated that players primarily purchased loot boxes to 

advance in the game rather than purely for the pleasure of buying, although the loot box’s 

functional value as an asset in game play may not have been the only reason for the 

purchase.

- Using a mathematical model, a business operations researcher presented a theoretical 

paper exploring how a seller’s decisions about design and pricing of loot boxes affect 

consumers.46 He found that unique loot boxes that always grant new items (e.g., no 

duplicates of items the consumer already owns) benefit the seller, who can charge more 

for unique boxes, compared to loot boxes that permit duplicates, which may cost less to 

the consumer. He also suggested that offering everyone the same probability of obtaining 

a random item (e.g., 1% odds of getting a rare legendary character) benefits sellers and 

consumers because this allocation strategy is simple to implement and relatively easy to 

understand. He cautioned that the integrity of the system depends on the ability of 

individuals to assess the truthfulness of the odds, which is why disclosing odds and

monitoring the accuracy of the odds through regulation are important.

- A clinical child psychologist who helps parents and children address excessive and 

problematic digital media use and trains providers on how to assess and assist youth with 

these problems offered her perspectives.47 Her research examining parent-child 

communication with respect to media and mobile devices revealed very limited 

interaction between parents and children. She found this barrier concerning, because 

communication about gaming is important in helping children make responsible decisions 

regarding media use. 
FTC Video Game Loot Box Workshop | Staff Perspective

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What Should Be Done to Address Concerns About Loot Boxes?

Panelists described industry self-regulatory initiatives and offered suggestions of additional 

measures to safeguard against potential negative impacts of loot boxes.

- ESRB initiatives. At the time of the workshop, the ESRB’s rating system did not require 

disclosure of whether in-game purchases specifically included loot boxes. The 

organization’s research indicated that the in-game purchase disclosure was important to 

parents, but a significant majority of parents did not know what a loot box was.48 Rather, 

parents were concerned more generally about their children engaging in in-game 

spending. ESRB also launched a website (parentaltools.org) to assist parents in setting 

up parental controls on various gaming devices and, more recently, a blog with 

information specifically about loot boxes.49 In response to requests from consumers and 

game enthusiasts, in April 2020, the ESRB announced the introduction of a new 

interactive element, specifying that a game contains In-Game Purchases (Includes 

Random Items).50 The new disclosure will be assigned to any game where the player 

does not know which specific digital good or premium they will receive at the time of 

purchase, such as loot boxes and mystery rewards.

- Other proposed self-regulatory measures. While welcoming ESA’s announcement of 

industry commitment to odds disclosure at the workshop, panelists also urged the 

industry to ensure those disclosures are clear and meaningful to help consumers make 

better-informed decisions.51 Other suggestions included creating a website with more 

detailed explanations of the available types of microtransactions; displaying a player’s 

cumulative in-game spending in “real world” money; rewarding players for pro-social 

behavior like reading about loot box odds; and making items offered in loot boxes also 

available via direct purchase.52 

- Mixed views on increased government regulation. Commenters and panelists 

expressed diverse viewpoints on whether video game loot boxes warrant government 

regulation. Some favored it, asserting that industry has not policed this area well and 

government regulation will mitigate the risk that industry economic motivations could 

result in consumer exploitation.53 One panelist suggested third-party, independent 

verification of loot box odds.54 Others emphasized that self-regulation is adaptable and 

effective, and voiced concern that poorly crafted regulation could harm the industry and 

inadequately protect consumers.55 A number of panelists and commenters advocated for 

greater industry transparency and communication surrounding loot boxes mechanics.56 

- Continue to develop research. As described above, research on video game loot boxes 

and microtransactions is evolving. In this regard, some panelists encouraged the industry 

to share relevant video game data with researchers.57 Another stated the need to examine 

the business and economic motivations of sellers when considering regulatory policy.58 

A third noted that there has been limited research on the gaming experiences of children 

and stated that it is important that future research look at the content and context of game 

play and other types of media use when considering the impact of video games on 

children.59 
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- Consumer advocacy and action. Several panelists emphasized the importance of 

consumer education about loot box mechanics.60 Such efforts will aid parents in 

communicating with their children about video games and will help gamers of all ages 

evaluate game features and whether to invest time and money into a specific game. 

Panelists discussed parental controls to cap game time and spending limits, as well as 

removing stored payment information from online publishers.61 Finally, recent history 

shows that, for business reasons, game publishers notice when content creators and 

gamers voice criticism of industry practices they consider to be harmful.

62 In certain 

instances, companies have discontinued loot box features based on negative consumer 

response.63 Many gamers, including content creators, have embraced the constructive 

role they can play in bringing attention to games that use loot boxes in a particularly 

aggressive or predatory manner.

Conclusion

As the workshop revealed, the video game monetization system is a complex space that 

incorporates a wide range of mechanics. Emerging research is starting to provide important 

insights regarding the impact of these mechanics on businesses and consumers, and staff 

supports additional academic research in this area. In the meantime, the public raises significant 

questions about loot boxes, including the adequacy of descriptors and disclosures prior to 

purchase, whether the mechanics promote compulsive behavior, and how to communicate 

information effectively to parents and children. Since the workshop, the video game industry has 

taken steps to enhance self-regulation, including through odds and point-of-purchase disclosures. 

In recent months, there also has been a rise in video gameplay due to the COVID19 global 

pandemic that has kept a significant percentage of the population indoors,64 potentially 

amplifying the loot box concerns raised at the workshop. Staff encourages industry to continue

efforts to provide clear and meaningful information to consumers about in-game loot box and 

related microtransactions. The FTC will continue to monitor developments surrounding loot 

boxes and take appropriate steps to prevent unfair or deceptive practices. 
FTC Video Game Loot Box Workshop | Staff Perspective

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Endnotes

1 FTC, Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes, https://www.ftc.gov/newsevents/events-calendar/inside-game-unlocking-consumer-issues-surrounding-loot-boxes.

2 See, e.g., United Kingdom House of Commons, Digital, Culture, Media and Sport Committee, Immersive and 

addictive technologies, Fifteenth Report of Session 2017–19 (Sept. 9, 2019), 

https://publications.parliament.uk/pa/cm201719/cmselect/cmcumeds/1846/1846.pdf (recommending that certain 

types of loot boxes be regulated as gambling and not be sold to children); Government response to the Digital, 

Culture, Media & Sport Select Committee Report on Immersive and Addictive Technologies (June 8, 2020), 

https://www.gov.uk/government/publications/government-response-to-the-digital-culture-media-sport-selectcommittee-report-on-immersive-and-addictive-technologies (announcing a call for evidence on loot boxes in 

connection with a review of UK gambling law); United Kingdom House of Lords, Select Committee on the Social 

and Economic Impact of the Gambling Industry, Report of Session 2019–2, Gambling Harm— Time for Action (July 

2, 2020) at 115, https://publications.parliament.uk/pa/ld5801/ldselect/ldgamb/79/79.pdf (recommending that loot 

boxes be regulated as gambling “without waiting for the Government’s wider review of the Gambling Act”); 

Kansspelautoriteit, Loot boxes, https://kansspelautoriteit.nl/english/loot-boxes/ (describing findings of the 

Netherlands Gaming Authority); Chaim Gartenberg, Belgium defines video game loot boxes as illegal gambling, 

The Verge, Apr. 15, 2018, https://www.theverge.com/2018/4/25/17280440/belgium-video-game-loot-boxes-illegalgambling; Josh Ye, China wants to limit the number of loot boxes players can buy, Abacus, Aug. 15, 2019, 

https://www.abacusnews.com/digital-life/china-wants-limit-number-loot-boxes-players-can-buy/article/3022774.

3 See, e.g., National Coverage of Senator Hassan Securing Guarantee from FTC Chairman to Investigate Loot 

Boxes in Video Games, Nov. 29, 2018, https://www.hassan.senate.gov/news/in-the-news/national-coverage-ofsenator-hassan-securing-guarantee-from-ftc-chairman-to-investigate-loot-boxes-in-video-games; Senators Hawley, 

Markey, and Blumenthal File Legislation to Stop Manipulative Video Game Practices Aimed at Children, May 23, 

2019, https://www.hawley.senate.gov/senators-hawley-markey-and-blumenthal-file-legislation-stop-manipulativevideo-game-practices-aimed; Michael Brestovansky, Bills target video games with rewards for a price, Hawaii 

Tribune-Herald, Feb. 12, 2018, https://www.hawaiitribune-herald.com/2018/02/12/hawaii-news/bills-target-videogames-with-rewards-for-a-price/; Kyle Orland, The legislative fight over loot boxes expands to Washington state, 

Ars Technica, Jan. 25, 2018, https://arstechnica.com/gaming/2018/01/the-legislative-fight-over-loot-boxes-expandsto-washington-state/. To date, no federal or state legislation has been enacted.

4 The ESRB is a self-regulatory body founded by what is now known as the Entertainment Software Association. 

See About ESRB, https://www.esrb.org/about/.

5 Public comments submitted to the FTC Loot Box Workshop Docket (FTC-2019-0021) are viewable at 

https://www.regulations.gov/docket?D=FTC-2019-0021.

6 See, e.g., Loot Box Workshop, Remarks of Jeff Haynes, Senior Editor of Video Games at Common Sense Media, at 

30, 33-38; Remarks of Anna Laitin, Director of Financial Policy at Consumer Reports, at 183-184; see also Stanley 

Pierre-Louis, Entertainment Software Association, Comment from the Entertainment Software Association on the 

FTC Workshop, ‘Inside the Game: Unlocking the Consumer Issues Surrounding Loot Boxes’, June 7, 2019 

(hereinafter “ESA June 2019 Comment”), at 4-6 (describing three different video game microtransaction processes).

7 See, e.g., Loot Box Workshop, Remarks of Renee Gittins, Executive Director of the International Game Developers 

Association, at 69-70.

8 Loot Box Workshop, Remarks of Sean Kane, Partner at Frankfurt Kurnit Klein & Selz, at 15-24; Remarks of John 

Breyault, Vice President for Public Policy Telecommunications and Fraud at the National Consumers League, at 

56-58.
FTC Video Game Loot Box Workshop | Staff Perspective

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9 Loot Box Workshop, Remarks of John Breyault, at 56-58; ESA June 2019 Comment, at 4.

10 Loot Box Workshop, Remarks of John Breyault, at 58-60.

11 Loot Box Workshop, Remarks of Renee Gittins, at 71-72.

12 Loot Box Workshop, Remarks of Sean Kane, at 25-26.

13 Loot Box Workshop, Remarks of Patricia Vance, President of the Entertainment Software Rating Board, at 168-

169. Google Play and several other digital storefronts use the International Age Rating Coalition (IARC) age 

classification system, of which ESRB is a participating rating authority. See About IARC, 

http://www.globalratings.com/about.aspx. Mobile apps in the Apple App Store are reviewed and assigned age and 

content ratings by Apple, Inc. 

14 Loot Box Workshop, Remarks of Sean Kane, at 26; Remarks of Michael Warnecke, Senior Policy Counsel for the 

Entertainment Software Association, at 45.

15 See, e.g., Loot Box Workshop, Remarks of Jeff Haynes, at 29-30; Remarks of Omeed Dariani, CEO of Online 

Performers Group, at 78.

16 See, e.g., Loot Box Workshop, Remarks of Jeff Haynes, at 32-33.

17 Id. at 39-40. 

18 Loot Box Workshop, Remarks of Omeed Dariani, at 79-80.

19 See, e.g., Loot Box Workshop, Remarks of John Breyault, at 60-63; Remarks of Anna Laitin, at 179-185; Remarks 

of Ariel Fox Johnson, Senior Counsel for Policy and Privacy at Common Sense Media, at 198-199. 

20 See, e.g., Loot Box Workshop, Remarks of John Breyault, at 62; Remarks of David Zendle, Media Effects 

Specialist and Lecturer, York St. John University, at 115-117; Remarks of Keith Whyte, Executive Director of the 

National Council on Problem Gambling, at 186-188; Remarks of Michael Warnecke, at 42, 46.

21 Loot Box Workshop, Remarks of John Breyault, at 60-61.

22 Michael Warnecke, Comment from the Entertainment Software Association on the FTC Workshop, ‘Inside the

Game: Unlocking the Consumer Issues Surrounding Loot Boxes’, Oct. 11, 2019 (hereinafter “ESA October 2019 

Comment”), at 6, n.28.

23 Loot Box Workshop, Remarks of Omeed Dariani, at 81-82; Remarks of John Breyault, at 93; Remarks of Ariel Fox 

Johnson, at 200.

24 See, e.g., Loot Box Workshop, Remarks of Jeff Haynes, at 33; Remarks of Adam Elmachtoub, Assistant Professor 

of Industrial Engineering and Operations Research at Columbia University, at 159; Remarks of David Zendle, at 

159-160; Remarks of Ariel Fox Johnson, at 198-199; Remarks of Keith Whyte, at 216-218.

25 See, e.g., Loot Box Workshop, Remarks of Omeed Dariani, at 80-81; Remarks of Jeff Haynes, at 97-99; Remarks 

of David Zendle, at 119-120; Remarks of Anna Laitin, at 184; Remarks of Ariel Fox Johnson, at 198-204.

26 Loot Box Workshop, Remarks of John Breyault, at 94; Remarks of Jeff Haynes, at 95-96, 97-99.
FTC Video Game Loot Box Workshop | Staff Perspective

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27 Loot Box Workshop, Remarks of Sarah Domoff, Assistant Professor, Department of Psychology, Central 

Michigan University, at 149-150, 163-165; Remarks of Ariel Fox Johnson, at 201-204. 

28 See, e.g., Loot Box Workshop, Remarks of Keith Whyte, at 190-191.

29 See, e.g., Loot Box Workshop, Remarks of John Breyault, at 66; Remarks of Adam Elmachtoub, at 163-164; 

Remarks of Anna Laitin, at 181; Remarks of Keith Whyte, at 209, 217.

30 Apple App Store Review Guidelines, Payment 3.1.1., https://developer.apple.com/app-store/review/guidelines/; 

Google Play Developer Policy Center, Monetization and Ads, Payments,

https://play.google.com/about/monetization-ads/; see also Ben Kuchera, Apple adds new rules for loot boxes, 

requires disclosure of probabilities, Polygon, Dec. 21, 2017, https://www.polygon.com/2017/12/21/16805392/lootbox-odds-rules-apple-app-store; Jules Wang, Sex, loot boxes, and hate speech: Google tightening up Play Store 

policies all over, Android Police, May 29, 2019, https://www.androidpolice.com/2019/05/29/sex-loot-boxes-andhate-speech-google-tightening-up-play-store-policies-all-over/.

31 Loot Box Workshop, Remarks of Michael Warnecke, at 53-54.

32 See, e.g., Microsoft Store Policy 10.8.4, https://docs.microsoft.com/en-us/windows/uwp/publish/storepolicies#108-financial-transactions (requiring developers to disclose the odds of receiving each item available in 

loot boxes prior to purchase and defining acceptable methods to display disclosures); Xbox Game Studios Loot Box 

Policies, www.xbox.com/en-US/for-everyone/responsible-gaming/loot-boxes (applying six principles to Xbox 

Game Studio loot box offerings, including fair value, non-paid loot box options, and content and purchase 

disclosures).

33 ESA October 2019 Comment, at 4.

34 Loot Box Workshop, Remarks of John Breyault, at 94; Remarks of Jeff Haynes, at 95-96; Remarks of Anna Laitin, 

at 179-185; Remarks of Ariel Fox Johnson, at 198-199.

35 Loot Box Workshop, Remarks of John Breyault, at 62-63; Remarks of Anna Laitin, at 181-183.

36 Loot Box Workshop, Remarks of Sean Kane, at 26-27; Remarks of Michael Warnecke, at 47-48, 53, 95; Remarks 

of Renee Gittins, at 73.

37 Loot Box Workshop, Remarks of Patricia Vance, at 174.

38 Loot Box Workshop, Remarks of John Breyault, at 63-65; Remarks of Omeed Dariani, at 103. See FTC Guides 

Concerning the Use of Endorsements and Testimonials in Advertising (16 C.F.R. Part 255), 

https://www.ftc.gov/sites/default/files/attachments/press-releases/ftc-publishes-final-guides-governingendorsements-testimonials/091005revisedendorsementguides.pdf; FTC, Disclosures 101 for Social Media 

Influencers, https://www.ftc.gov/system/files/documents/plain-language/1001a-influencer-guide-508_1.pdf. 

39 Loot Box Workshop, Remarks of Omeed Dariani, at 101-103.

40 ESA October 2019 Comment, at 6.

41 Loot Box Workshop, Remarks of Sean Kane and Omeed Dariani, at 103-105.

42 Id. at 105-106.
FTC Video Game Loot Box Workshop | Staff Perspective

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43 In various contexts, the FTC has taken enforcement action for failure to adequately disclose payments to social 

media influencers. See, e.g., FTC v. Teami, LLC et al., No. 8:20-cv-518-T-33TGW (M.D. Fla. Mar. 17, 2020) 

(stipulated final order) (alleging deceptive influencer practices); FTC Warning Letters to Teami Influencers (Mar. 5, 

2020) (advising influencers that they must clearly and conspicuously disclose their financial or other material 

connection with the brand in the same post/video as the endorsement), 

https://www.ftc.gov/system/files/documents/cases/1823174teamiwarningletters.pdf; In the Matter of CSGOLotto, 

Inc. et al., Docket No. C-4632 (FTC Nov. 29, 2017) (decision and order) (settling allegations that influencers 

deceptively endorsed CSGO Lotto without disclosing their ownership interests), 

https://www.ftc.gov/system/files/documents/cases/1623184_c-_csgolotto_decision_and_order.pdf. 

44 Loot Box Workshop, Remarks of David Zendle, at 115-117.

45 Loot Box Workshop, Remarks of Andrey Simonov, Assistant Professor of Marketing at Columbia Business School, 

at 126-136.

46 Loot Box Workshop, Remarks of Adam Elmachtoub, at 136-147.

47 Loot Box Workshop, Remarks of Sarah Domoff, at 148-155.

48 Loot Box Workshop, Remarks of Patricia Vance, at 170, 175-176.

49 Id. at 177-178.

50 ESRB, Introducing a New Interactive Element: In-Game Purchases (Includes Random Items), Apr. 13, 2020, 

https://www.esrb.org/blog/in-game-purchases-includes-random-items/.

51 Loot Box Workshop, Remarks of Ariel Fox Johnson, at 205, 210; Remarks of Keith Whyte, at 208-209; Remarks of 

Anna Laitin, at 210-211.

52 See, e.g., Loot Box Workshop, Remarks of John Breyault, at 66-67, 94; Remarks of Jeff Haynes, at 95-96, 97-99; 

Remarks of Keith Whyte, at 190.

53 See, e.g., Loot Box Workshop, Remarks of John Breyault, at 106-107; Remarks of Anna Laitin, at 228; Remarks of 

Ariel Fox Johnson, at 229. See also Remarks of Renee Gittins, at 73-74 (sharing perspectives of game developers 

who support and oppose regulation); Remarks of Omeed Dariani, at 83-84; Remarks of Adam Elmachtoub, at 145-

146.

54 Loot Box Workshop, Remarks of Keith Whyte, at 191-192, 196, 227-228. 

55 Loot Box Workshop, Remarks of Renee Gittins, at 73-74, 74-75; Remarks of Omeed Dariani, at 86; Remarks of 

Patricia Vance, at 228-229.

56 See, e.g., Loot Box Workshop, Remarks of Michael Warnecke, at 53-55; Remarks of Renee Gittins, at 75; Remarks 

of John Breyault, at 94; Remarks of Jeff Haynes, at 95-96, 98; Remarks of Anna Laitin, at 182-183.

57 Loot Box Workshop, Remarks of David Zendle, at 125; Remarks of Keith Whyte, at 189.

58 Loot Box Workshop, Remarks of Adam Elmachtoub, at 145-146. 

59 Loot Box Workshop, Remarks of Sarah Domoff, at 148-149.
FTC Video Game Loot Box Workshop | Staff Perspective

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60 Loot Box Workshop, Remarks of Renee Gittins, at 75; Remarks of Michael Warnecke, at 100-101; Remarks of 

Patricia Vance, at 178-179; Remarks of Ariel Fox Johnson, at 204-206.

61 Loot Box Workshop, Remarks of Jeff Haynes, at 39; Remarks of Michael Warnecke, at 53.

62 Loot Box Workshop, Remarks of Jeff Haynes, at 30, 34-35, 39; Remarks of Omeed Dariani, at 77-78; Remarks of 

John Breyault, at 106-107; Remarks of Michael Warnecke, at 110-111. 

63 See, e.g., Tae Kim, EA vows to never offer paid ‘loot boxes’ in its controversial ‘Star Wars Battlefront II’ game,

CNBC, Mar. 16, 2018, https://www.cnbc.com/2018/03/16/ea-vows-to-never-offer-paid-loot-boxes-in-itscontroversial-star-wars-battlefront-ii-game.html; Georgina Torbet, ‘Rocket League’ update removes loot boxes from 

the game, Engadget, Dec. 5, 2019, https://www.engadget.com/2019-12-05-rocket-league-removes-loot-boxes.html; 

Kyle Orland, So long, supply drops: Call of Duty gets rid of randomized loot boxes, Ars Technica, Oct. 17, 2019, 

https://arstechnica.com/gaming/2019/10/so-long-supply-drops-call-of-duty-gets-rid-of-randomized-loot-boxes/; 

Chaim Gartenberg, Destiny 2 will remove paid loot boxes in favor of a Fortnite-style battle pass, The Verge, Feb. 

26, 2020, https://www.theverge.com/2020/2/26/21154809/destiny-2-paid-cosmetic-loot-boxes-fortnite-style-seasonbattle-pass-ending.

64 Jason Cohen, Over a Third of Gamers Say They Play More in Quarantine, PCMagazine, June 19, 2020, 

https://sea.pcmag.com/the-why-axis/37891/over-a-third-of-gamers-say-they-play-more-in-quarantine.