2 Skadden, Arps, Slate, Meagher & Flom LLP and Affiliates
August/September 2019
Internet Gambling Enforcement Act and the Illegal Gambling Busi-
ness Act), as well as each state’s individual gambling laws, generally
require three elements for a particular activity to constitute an illegal
“wager”: (1) risking something of value, (2) on the occurrence of a
chance event, (3) for a potential valuable prize.
4
Arguably, each of
these elements may be satisfied by certain loot box systems.
For instance, courts have already held that in the context of
mobile games, virtual currency constitutes something of value
and thus may satisfy the first element.
5
Additionally, given that
many loot box systems involve some aspect of chance, a court
would likely find the second element satisfied as well.
With respect to the final element, while most courts that have
considered the issue in the context of mobile games have found
that “prizes” awarded in video games do not constitute a thing
of value where players cannot sell such prizes,
6
the U.S. Court
of Appeals for the Ninth Circuit recently held that in the context
of a casino games mobile app, the chips that a player could win
were an item of value, because the chips allowed the player
to continue playing the game.
7
While this decision remains an
outlier, it establishes at least one arguably analogous situation
under which a video game system has been determined to
constitute gambling.
Potential Sources of Challenge
Given the above discussion, video game developers and distrib-
utors should keep in mind the potential avenues for challenges
to loot box systems. For example, state attorneys general may
bring criminal or civil actions against a company if they believe
that a game’s loot box system constitutes illegal gambling. Addi-
tionally, most states provide a private right of action to anyone
who lost money as a result of an illegal gambling operation
under either a qui tam statute or anti-gambling statute.
8
Thus,
aggrieved consumers need not wait for government enforce-
ment to challenge a loot box system.
4
See, e.g., 18 U.S.C. §§ 1084, 1955; 31 U.S.C. § 5362; Cal. Penal Code §
330b (California law); 720 Ill. Comp. Stat. 5/28-1(a)(1) (Illinois law); Wash.
Rev. Code § 9.46.0237 (Washington law).
5
See, e.g., Kater v. Churchill Downs Inc., 886 F.3d 784 (9th Cir. 2018);
Soto v. Sky Union, LLC, 159 F. Supp. 3d 871 (N.D. Ill. 2016).
6
See, e.g., Mason v. Machine Zone, Inc., 851 F.3d 315 (4th Cir. 2017);
Phillips v. Double Down Interactive LLC, 173 F. Supp. 3d 731 (N.D. Ill. 2016);
Sky Union, 159 F. Supp. 3d 871.
7
See Kater, 886 F.3d at 787. It should also be noted that in Sky Union, the
court stated that a digital prize would constitute a thing of value under
California’s gambling statute if it extended the privilege of playing the game
for free. See Sky Union, 159 F. Supp. 3d at 880.
8
See, e.g., Humphrey v. Viacom, Inc., No. 06-2768 (DMC), 2007 WL
1797648 (D.N.J. June 20, 2007).
Even if loot boxes are presumptively legal and do not constitute
gambling, other challenges to the marketing and sale of loot
boxes may be raised. For example, consumers may also bring
lawsuits based on consumer protection or false advertising stat-
utes to the extent that loot boxes are marketed in an arguably
misleading way. Indeed, a putative class action lawsuit was
recently filed against Epic Games alleging that loot boxes in Fort-
nite were falsely and unfairly advertised.
9
Moreover, sensitivities
about the marketing of loot boxes and scrutiny of video game
companies’ practices may be heightened to the extent that loot
boxes may be targeted to minors.
Recent Attempts at Regulation
In light of these concerns, many government officials, both in
the U.S. and abroad, have taken steps directed at regulating
loot boxes. For example, state legislatures in at least four states
have introduced bills aimed at regulating loot box sales.
10
While
many of these bills have since died in committee, bills in Indiana,
Minnesota and New York remain under consideration. Further,
the Protecting Children From Abusive Games Act was intro-
duced in the U.S. Senate this year, seeking to prohibit loot boxes
and pay-to-win mechanics in any game targeted toward
or played by minors.
11
Internationally, the issue of loot boxes has been considered
by at least a dozen countries, three of which — Belgium, the
Netherlands and China — have outlawed loot boxes to some
extent.
12
In fact, the gambling commissions of Belgium and the
Netherlands found that most forms of loot boxes constituted
gambling under the same wager, chance and valuable prize
structure discussed above.
9
See R.A. v. Epic Games, Inc., No. 5:19-cv-00325 (E.D.N.C. filed Feb. 28,
2019).
10
See, e.g., H.R. Con. Res. 224, 30th Leg. (Haw. 2019); H.R. Res. 199,
30th Leg. (Haw. 2019); H.R. HF 4460, 90th Leg. (Minn. 2018); S. 6266,
65th Leg., 2018 Reg. Sess. (Wash. 2018); Assemb. 2194, 2017-18 Reg.
Sess. (Cal. 2018).
11
Senators Hawley, Markey, and Blumenthal File Legislation to Stop
Manipulative Video Game Practices Aimed at Children, Josh Hawley
(May 23, 2019).
12
See Research Report on Loot Boxes, Belgian Gaming Commission
(Apr. 2018); Tracey Tang, China: A Middle-Ground Approach: How China
Regulates Loot Boxes and Gambling Features in Online Games, Mondaq
(May 16, 2018); Loot Boxes and Netherlands Gaming Authority’s Findings,
Dutch Games Association (Apr. 19, 2018).