Home > Consultation outcome. Government response to the call for evidence on loot boxes in video games.

United Kingdom. Department for Digital, Culture, Media & Sport. (2022) Consultation outcome. Government response to the call for evidence on loot boxes in video games. London: Gov.UK.

External website: https://www.gov.uk/government/consultations/loot-b...

1. The UK government wants the video games sector to continue to thrive in the UK, and as part of that it is essential that games are enjoyed safely and responsibly.

2. The call for evidence launched in September 2020 sought to understand the use and impact of loot boxes in video games in the UK. It consisted of a player survey, which received over 32,000 responses from players and parents of children and young people who play games, and 50 submissions from the games industry, researchers, third sector organisations, and other organisations and individuals. In addition, DCMS commissioned an independent rapid evidence assessment of literature and empirical studies on loot boxes, which was conducted by InGAME and has been published alongside the government response.

3. Whilst the response to the player survey was not representative of the UK gaming population, it has provided a valuable insight into the perspectives of many players, and parents of children, who play video games. Nearly all players who responded to the survey said they had opened a loot box (98%)....


In-game purchases (or in-app purchases on mobile devices) are purchases made to access new content, game functionality, features and/or upgrades for a particular game. Examples of in-game purchases include: in-game virtual currency, appearance or cosmetic upgrades, extra game content or items to improve functionality or enhance competitive gameplay online. In-game purchases can also be made available as separate items in online stores outside of a game. In some cases, a player can make a purchase (a new item or an upgrade) directly with real-world money, and alternatively in other cases a player can purchase in-game virtual currency with real-world money that can in turn be redeemed for content during gameplay (PEGI, In-Game Purchases).

Loot boxes are features in video games which may be accessed through gameplay, or purchased with in-game items, virtual currencies, or directly with real-world money. They contain apparently randomised items, so players do not know what they will get before opening them, but they will get something. The items are usually either cosmetic, such as items of clothing for avatars, or “power-ups” to improve the playing experience. Loot boxes vary in the way they are accessed, their cost, how the random reward is selected and in the content they return. Their unique element is the random reward mechanism. For other forms of in-game purchase, players will know what item they will receive in advance of purchase (Loot Boxes in Video Games - Call for Evidence).

Item Type
Publication Type
International, Report
Drug Type
Behavioural addiction
Intervention Type
Prevention, Harm reduction, Policy
18 July 2022
Corporate Creators
United Kingdom. Department for Digital, Culture, Media & Sport
Place of Publication

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