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Policy & law / From the shelf · 18 July 2022 event · prepared 16 September 2026

UK regulators chose industry rules over a loot box law, for now

The UK government found an association between loot boxes and problem gambling but backed industry measures instead of new legislation.

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The short answer

In July 2022, the UK government published its response to a call for evidence on loot boxes, the paid, randomised in-game rewards found in many video games. It found a consistent association between loot box spending and problem gambling, judged children more vulnerable than adults, and chose to ask the games industry to adopt protective measures rather than legislate immediately.

What the evidence says

The original call for evidence ran from 23 September to 22 November 2020, gathering separate responses from players and parents and from industry and researchers. The government's response, published 18 July 2022, cites a rapid evidence assessment finding a stable and consistent association between loot box spending and problem gambling across around 15 peer-reviewed studies, while stating explicitly that this evidence does not establish a causal link. It also reports that the top 5% of spenders account for roughly half of all loot box spending, and describes children as more vulnerable because of less developed impulse control and a weaker grasp of probability.

For context

The government considered and rejected bringing loot boxes within the Gambling Act 2005 for now, judging it premature without first testing industry-led measures, and warning it would consider legislation if progress stalled. That is a policy choice about sequencing, not a finding that loot boxes are harmless; the same document that declines to legislate also describes the harm evidence as consistent enough to justify new industry obligations. The government asked industry to make loot box purchases unavailable to under-18s unless a parent enables them, to give all players access to spending controls and clear odds information, and to help launch a Video Games Research Framework, with a technical working group reporting back by the first quarter of 2023.

A practical next step

If a child plays games with paid randomised rewards, you could check whether parental spending controls are already switched on for their account, and look at whether the game discloses the odds of each reward, rather than assuming the platform's default settings already protect against overspending.

  • Does this game or console account have spending or purchase controls enabled, and did we set them ourselves?
  • Can my child see the odds of what a loot box or similar paid reward might contain before they buy it?
  • Has my child ever felt pressure to keep spending to get a particular reward, and how did that feel afterwards?

The government left the door open to legislation, so this is a live policy area rather than a settled one, and the industry commitments described here are worth checking against what a specific game or platform actually offers today.

Sources & reading trail

Government response to the call for evidence on loot boxes in video games ↗

States the rapid evidence assessment's findings on loot boxes and problem gambling, the decision against immediate legislation, and the specific measures asked of industry.

Source published: 18 July 2022 · Retrieved: 16 September 2026

Loot boxes in video games: call for evidence ↗

Documents when the original call for evidence opened and closed and who it sought responses from.

Source published: Not established · Retrieved: 16 September 2026

Studies and official documents establish the record; the short answer and the next step are Screens & Childhood editorial interpretation. This retrospective draft does not imply the site published on the event date.