The video games industry is a huge market that involves billions of consumers worldwide. Loot boxes is a major revenue generator for many companies in this industry, and it’s projected that selling loot boxes will generate more than $ 20 billion by 2025.1 This means that a lot of consumers are spending money on loot boxes.
As we show in the report, companies employ a lot of tricks to push consumers into spending money on loot boxes. We believe that many of these tricks add up to unfair and predatory practices. This is particularly concerning because many games with loot boxes are also geared toward kids and minors. There are also countless stories of consumers (kids and adults) who have been led to spend exorbitant amounts of money on loot boxes, demonstrating a clear financial harm.