Emory International Law Review


Ajay Harish


Games of chance are woven into the fabric of human culture. Rapid shifts in technology have resulted in the creation of the loot box, a new video game monetization scheme formed from the dregs of slot machines and trading cards. While extremely lucrative, the existence of loot boxes allows game companies to expose children to wager-like behavior, potentially creating a new generation of problem gamblers. The United States is both financially and culturally tied to video games as an industry and has been slow in its regulation of loot boxes. Given the problematic nature of loot boxes, existing regulations in the United States are not enough to curb their negative impact. Similarly, South Korea has deep ties to gaming and has taken a more hands-off approach in its supervision over loot boxes. This Comment argues that South Korea’s approach is ineffective, and the United States would be better served by following the example of countries like Belgium. Loot boxes in video games are an egregious abuse of children’s susceptibility to predatory marketing schemes and should be banned.