BUSHOR-1567; No. of Pages 13
Business Horizons (2019) xxx, xxx—xxx
Available online at www.sciencedirect.com ScienceDirect
www.elsevier.com/locate/bushor
The macro problem of microtransactions:
The self-regulatory challenges of video game loot boxes
Matthew McCaffrey
University of Manchester, 8.047 Harold Hankins, Alliance Manchester Business School, Manchester M15
6PB, UK
KEYWORDS Abstract The video game industry has ignited a global controversy surrounding
Video games; microtransactions in gaming, especially the use of loot boxes: randomized rewards
Microtransactions; with potential real-world value. Consumers and legislators are calling for the
Loot boxes; regulation of these revenue models on the grounds that they are unfair, predatory,
Government or could be considered gambling. This article examines the controversy from a
regulation; management perspective. First, I outline current regulatory responses to the con-
Self-regulation; troversy and what they mean for business practices. Then, I explain ongoing industry-
fi
Electronic arts level and rm-level attempts to self-regulate as a way to placate consumers and
governments. These tactics highlight a wide range of broader strategies that game
developers and other stakeholders can pursue in order to improve customer relations
and, more publicly, signal their commitment to self-regulation and avoiding con-
sumer harm. These practices can be applied more broadly to firms that offer
controversial products or services that do not yet fit within current regulatory
frameworks.
# 2019 Kelley School of Business, Indiana University. Published by Elsevier Inc. All
rights reserved.
1. Loot boxes: From concept to with an estimated global market value of $115
controversy billion in 2018 (Statista, n.d.). But this success
has not come easily. Competition has been fierce
for many years (Schilling, 2003) and growth has
In just a few decades, video gaming has grown from
frequently been accompanied by criticism and calls
a niche pastime into a cultural and economic phe-
for regulation. Currently, consumers and regulators
nomenon and in the process created an industry
are voicing concerns about the sale of digital con-
tent in games (microtransactions), especially the
purchase of randomized content (loot boxes). Game
E-mail address: [email protected]
https://doi.org/10.1016/j.bushor.2019.03.001
0007-6813/# 2019 Kelley School of Business, Indiana University. Published by Elsevier Inc. All rights reserved.
BUSHOR-1567; No. of Pages 13
2 M. McCaffrey
developers and publishers are being criticized for eral Trade Commission nominees about their will-
increasingly relying on these transactions to gener- ingness to investigate the problem. Other
ate revenue, a practice that some view as illegal or politicians and regulators around the world have
exploitative. responded by holding hearings, publishing studies,
The controversy over loot boxes originated with issuing position papers, and drafting regulatory
consumers, who used social media and online fo- legislation about microtransactions and about loot
rums to express frustration with the choices of boxes in particular. Understanding the implications
major developers and publishers. The loot box de- of these trends is vital for managers working in and
bate has been the worst for leading publisher Elec- around the industry who must face the consequen-
tronic Arts (EA), which heavily relied on ces of the public outcry.
microtransaction models in its most recent games. From a managerial perspective, the controversy
EA’s problems came to a head in November 2017 with raises important questions about the present and
the beta test of Star Wars: Battlefront II, which future of the video game industry, especially the
initially placed a major emphasis on loot boxes. The relationships between managers, technology, con-
firm ended up scrapping the microtransaction sys- sumers, and regulation. What is the economic ra-
tem just before final release due to consumer out- tionale for microtransactions and loot box revenue
rage during the testing period, but not before it models, and are these models viable in the long
caused a storm of controversy among gamers and term? What is the legal rationale for restricting the
policymakers (Kain, 2017). EA’s first public response use or accessibility of loot boxes? Is there a possi-
to the gaming community, in which it tried to bility for managers at any level to self-regulate to
defend its use of microtransactions against numer- limit the potential harm caused by loot boxes? This
ous fan complaints on Reddit, earned it the dubious article explores these questions and distils from
distinction of the most downvoted comment in the them some practical strategic lessons. I have two
website’s history (Reddit, 2017). In fact, loot boxes main goals: first, to survey the global regulatory
have produced a strange and financially costly type environment as it relates to loot boxes. Practi-
of participation among consumers (Parent, Plang- tioners must understand this evolving space if they
ger, & Bal, 2011): Customers are using social media are to maintain competitive advantage in the video
to engage in community activity in strongly negative game industry or in complementary sectors. My
ways. It has evolved into a kind of mass resistance second goal is to explore industry- and firm-level
movement in which conversations are sharply criti- initiatives toward the self-regulation of loot boxes,
cal rather than supportive and beneficial to devel- which at the moment are the main alternatives to
1
opers. EA lost $3.1 billion in stock value following government regulation.
consumer protests (Kim, 2017) and its stock price The size of the video game industry and its
has fluctuated widely ever since. In response, EA economic and cultural importance make its mana-
and other companies have been revising their mi- gerial problems worthy of study in their own right.
crotransaction systems or removing them altogeth- However, the significance of gaming for manage-
er. Yet, despite these emergency measures, ment researchers and practitioners extends much
consumer confidence has decreased substantially further than the entertainment market. Gaming is
and there may be long-term damage to several only one of many technology-driven industries in
major brands. which innovation drives experimentation with al-
Perhaps the most important effect of the Battle- ternative business models that can create legal and
front II saga is that it provided a new motivation for regulatory grey areas around the customer’s expe-
calls to regulate the video game industry. Although rience. Games especially highlight the managerial
consumers are already voting with their wallets to challenges of self-regulation in a highly uncertain
punish EA and other developers for relying on micro- environment. Like Uber entering the taxi industry
transactions–— to the point that these systems are (Posen, 2015), the emergence of cryptocurrencies
now being scaled back or dropped entirely–— public (Hughes, 2017), or the ongoing efforts to commer-
investigations and pressures to legislate have cialize 3-D printing (Ben-Ner & Siemsen, 2017), loot
spread around the world (Khan, 2018; McWhertor,
2018). Loot boxes have received an enormous
1
amount of media coverage and the issue has rapidly Because loot boxes are a relatively new type of revenue
model, there is little peer-reviewed research studying them.
become a cause célèbre in political circles. In No-
As a result, in addition to these works, the source material for
vember 2017, Hawaii state representative Chris Lee
this article consists of reports from government regulatory bod-
held a press conference to propose legislation to
ies together with legal decisions, professional commentaries,
regulate loot boxes and, in February 2018, Senator and news articles (particularly any that include original content
Maggie Hassan of New Hampshire questioned Fed- such as interviews with industry leaders).
BUSHOR-1567; No. of Pages 13
The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes 3
boxes are innovations that cannot easily be looked items (the latter . . . often referred to as
at through the lens of current laws and regulations. ‘skins’) and those generating items relevant
for gameplay progress.
The key term in the definition is ‘randomized’. Loot
2. A primer on microtransactions and
boxes are like the proverbial box of chocolates: You
loot boxes never know what you are going to get. The most
sought-after rewards are rare and, barring a run of
Microtransaction is an umbrella term that covers a good luck, can only be obtained by repeatedly
wide range of purchases within video games. As opening loot boxes, which requires significant time
fi
de ned by Schwiddessen and Karius (2018, p. 18), or money. It is also usually possible–— and likely–— to
a microtransaction: receive duplicate or low-value loot, providing fur-
ther incentives to keep trying for more valuable
Commonly refers to a business model . . .
items. Opening a loot box is an event in itself and is
where users can purchase virtual goods via
typically accompanied by lights, sounds, and other
micropayments . . . Microtransactions (i.e.,
effects intended to make the experience exciting.
premium content) may include downloadable
As a result, a sort of cottage industry has
content such as story extensions (so called
emerged on YouTube and other sites in which play-
‘DLCs’), additional play time, levels, new
ers record videos of themselves opening loot boxes
maps, virtual currency, weapons, armor, char-
for viewers’ entertainment. Players can sometimes
acters, or cosmetic items to customize the
trade loot with each other within a game or through
player’s character or items. The player pays .
third-party platforms outside of it, meaning that in
. . either directly with real world currency or
some cases rewards can be monetized (though this
with some form of fantasy virtual currency (e.
usually violates game operators’ terms and condi-
g., gold). The latter is typically earned during
tions). Secondary markets have emerged in which
gameplay or can (often alternatively) be pur-
skins–— which can be extremely valuable–— are trad-
chased with real world money.
ed between players, sold for cash, or wagered in
The ability to make small payments for in-game online lotteries.
content is not controversial as such, but certain As mentioned above, loot can be cosmetic or it can
types of microtransactions are thought to provide influence gameplay progress. In the latter case, play-
fi
unfair advantages or even violate speci c laws. The ers face a trade-off between spending money and
most prominent examples are loot boxes, which spending time to stay competitive. A strong incentive
have appeared in many recent popular games and exists to pay rather than play because gamers who
franchises, including Call of Duty: WWII, Counter- grind to unlock content by completing in-game chal-
Strike: Global Offensive, Destiny 2, Dota 2, FIFA 18, lenges are at a disadvantage compared to those who
FIFA 19, Fortnite, Hearthstone, Heroes of the obtain the same rewards instantly with cash. Many
Storm, Middle Earth: Shadow of War, Need for players have complained that microtransaction sys-
’
Speed: Payback, PlayerUnknown s Battlegrounds, tems are unfairbecausethey encouragepaying towin
2
Overwatch, NBA 2K18, and Rocket League. What rather than earning rewards through grinding and
are loot boxes, exactly? As explained by Schwiddes- unlocking (i.e., through skilled play). A related com-
sen and Karius (2018, p. 18): plaint is that microtransactions are deceptive be-
cause they require gamers to pay an additional,
The term ‘loot box’, also known as ‘loot crate’ or
hidden price on top of a game’s sticker price because
‘prize crate’ and other names, typically refers to
the full game can only be experienced by acquiring
a consumable virtual item which can be re-
loot solely obtained–— quickly, at least–— via micro-
deemed to receive a randomized selection of 3
transactions (see Donnelly, 2018).
further virtual items, ranging from simple cus-
These criticisms are common among players and
tomization options for a player’s game charac-
helped drive the initial loot box controversy. How-
ter, to game-changing equipment such as
ever, unfair gameplay is not the only reason micro-
weapons, armor, virtual currency, additional
transactions are criticized. Legislators around the
skills, and even completely new or exclusive
world have attacked publishers like EA on the
characters . . . Loot boxes can be differentiat-
ed in two categories: Those dropping cosmetic
3
See the comments by developer Marcin Iwinski, quoted in
Donnelly (2018). To some extent this criticism begs the question,
2
For histories of loot boxes in games, see Schwiddessen and as it takes for granted the definition of a “full” game, which is
Karius (2018) and Wright (2017). one of the points under debate.
BUSHOR-1567; No. of Pages 13
4 M. McCaffrey
5
grounds that loot boxes are predatory and are a kind & Cairns, 2018). Because there is no empirical
of gambling that encourage addictive spending. As research on the addictive properties of loot boxes,
is common in cases of alleged consumer exploita- most discussions focus on definitions of gambling.
tion, the targets of predatory loot boxes are said to Here, answers differ by region. Different countries
be children who are victimized by unscrupulous or U.S. states use different definitions of gambling
marketing tactics. It is easy and even addictive but they tend to be based on a few common con-
for children to use a parent’s credit card to pur- cerns. These include the problem of whether loot
chase a nearly endless stream of loot boxes in the boxes are things of value as in a conventional wager,
nearly hopeless pursuit of rare rewards, or even just whether they can be converted into real-world
for the thrill of opening them. Both the joy of currency, and whether buying a box can result in
winning and the frustration of missing out on rare a loss for the player. Once again though, there are
loot could encourage further play and further no universal answers because there are differences
spending. Whether these specific criticisms are jus- between loot boxes (e.g., in the availability of
tified or not, one point on which all parties agree is second-hand markets for loot) in addition to differ-
that loot boxes and similar microtransactions are ences between regional gambling definitions and
highly lucrative. Total spend on loot boxes and skins regulatory interpretations.
gambling in 2018 approached $30 billion, and could Table 1 lists some of the approaches taken by
reach $50 billion by 2022 (Juniper Research, 2018). various state, regional, and national regulators
The conventional explanation for the explosion of toward loot boxes. It reveals that there is no
interest in microtransactions at the firm level is the consensus yet about the legal or behavioral impli-
ballooning cost of game development. Faced with cations of microtransactions. Furthermore, some
longer development times and meeting expensive investigations are ongoing, meaning that even
technological and legal requirements, many game those regulators who have voiced strong opinions
companies are looking for ways to augment tradi- might take different stances in the future. As a
tional sales, especially through consistent revenue result, the loot box phenomenon and the general
streams that require relatively little support or competitive environment are surrounded with un-
upkeep (Boyd, Pyne, & Kane, 2019; Schwiddessen certainty.
4
& Karius, 2018). The majority of early legislative action involv-
ing loot boxes occurred in the U.S., which comes
as no surprise given the size of its gaming
3. Public regulation of loot boxes market and its role as home to many large devel-
opers and publishers. However, even though sev-
Regulators have focused on two issues in particular eral state-level proposals have failed to
that could bring loot boxes within the scope of their become law, they have nevertheless provided
operations: gambling and consumer exploitation. blueprints for action in other regions. Age and
The first is straightforward. If loot boxes are legally advertising restrictions, new content and ratings
equivalent to gambling, then they will be licensed labels, mandatory publication of odds, and out-
and regulated as such. The second point involves right bans are all being considered or actively
broader questions about consumer welfare, includ- enforced in other countries (Schwiddessen & Kar-
ing whether loot boxes encourage addictive behav- ius, 2018). There is also good reason to expect
ior, are marketed deceptively, or take advantage of that state legislation will remain on the table: The
children–— especially through addiction or false ad- 2018 Supreme Court decision to overturn the fed-
vertising. eral ban on sports betting means many states will
As yet, there is no definitive evidence to soon reconsider their gambling legislation (Mur-
support or refute these criticisms. Several concep- phy v. National Collegiate Athletic Association,
tual models of the similarities between loot boxes 2018). This will likely accelerate the growth of e-
and gambling–— and by extension, compulsive be- sports gambling alongside traditional sports gam-
havior–— have been suggested, but none have been bling and will also give policymakers more oppor-
validated (e.g., Drummond & Sauer, 2018; Griffiths, tunity to revise existing laws to include
2018; Netherlands Gaming Authority, 2018; Zendle microtransactions (Newcomer, 2018).
4 5
Although some developers have successfully implemented The first attempt at empirical work in this area is Zendle and
“pay-what-you-wish” and similar models, they are relatively Cairns (2018). However, this paper suffers from several impor-
rare and tend to make the most sense for smaller independent tant limitations, particularly in sampling and interpretation of
studios (Groening & Mills, 2017). the data studied.
BUSHOR-1567; No. of Pages 13
The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes 5
Table 1. Regulatory opinions, actions, and policies regarding loot boxes
Country/State Legal Opinion or Regulatory Action Current Policy
Australia Loot boxes can be gambling Recommend further investigation
Belgium Loot boxes can be gambling Recommend banning loot boxes
China Loot boxes can involve gambling Developers must publish all reward lists and drop
rates for loot boxes
Purchase of loot boxes with cash is prohibited
Transfer of virtual currency is prohibited
Denmark Loot boxes may involve gambling Recommend caution from parents
Germany Loot boxes can violate laws regarding Decisions made on a case-by-case basis
advertising to children, or harming them
fi
Isle of Man Convertible and nonconvertible currencies are Revision and clari cation of gambling laws is ongo-
considered “money’s worth” ing
Loot boxes can involve gambling Limited jurisdiction to regulate foreign companies
if/when loot boxes are gambling
Japan “Kompu gacha” loot boxes are exploitative Ban “kompu gacha” loot boxes
Netherlands Loot boxes can be gambling Ban gambling-based loot boxes
New Zealand Loot boxes are not gambling N/A
South Korea Loot boxes can involve false advertising Fines for developers
Sweden Loot boxes are not gambling Open to further investigation
Loot boxes are not necessarily gambling Recommend caution from parents
United Kingdom
Third-party markets for loot boxes can be Prosecute unlicensed gambling
gambling Parliamentary investigation
California Bill proposed to require packaging to clearly Bill allowed to die
state whether a game includes
microtransactions
Hawaii Bills proposed to regulate loot boxes by: Bills allowed to die
Restricting sale of games with direct or indi-
rect convertibility of items into cash to per-
sons of 21 years of age or older
Requiring publishers to disclose draw rates for
loot boxes
Requiring that games with “gambling-like”
mechanisms have clearly marked packaging
Minnesota Bill proposed to: Bill referred to committee
Require packaging to clearly state if a game
contains potentially addictive mechanisms or
could encourage large financial risks
Restrict all games with purchases of random-
ized rewards to persons of 18 years of age or
older
Washington Bill proposed to charge the Gambling Bill failed to advance through committee stage
Commission to investigate loot boxes and
recommend possible policy responses
Sources: Akimoto (2012); Cross (2017); Danish Gambling Authority (2017); Gaming Commission (2018); Netherlands Gaming
Authority (2018); Isle of Man Gambling Supervision Commission (2016); Office of the eSafety Commissioner (n.d.); Pillar Legal
(2017); Schwiddessen and Karius (2018); Sohn (2018)
BUSHOR-1567; No. of Pages 13
6 M. McCaffrey
There is also the possibility of regulation at the Other countries have taken indirect or partial
national level if federal agencies decide loot boxes action to restrict loot boxes. In the UK, some third-
fall within their respective remits (e.g., if they are party loot dealers have been prosecuted for oper-
thought to cause harm to consumers). There is ating unlicensed gambling operations and, in 2012,
already interest in this approach. To take an exam- Japan declared kompu gacha or complete gacha
7
ple mentioned above, in early 2018 in a public games illegal. Other countries are encouraging
hearing, Senator Maggie Hassan asked Federal Trade parents to be cautious and to educate themselves
Commission nominees whether they would be will- and their children regarding the possible dangers of
ing to investigate loot boxes in the interest of loot boxes.
consumer safety, and all four candidates questioned
said they would (Orland, 2018). In November 2018,
FTC Chairman Joseph Simons gave a general indica- 4. Industry self-regulation of loot
tion that he would be willing to follow up on the boxes
issue, though without stating how or when (Camp-
bell, 2018). Regulating microtransactions fits in
There is, at present, no strong evidence linking loot
with the FTC’s recent interests, as it has already
boxes to problematic gambling behaviors. As a re-
investigated sponsored content in the video game
sult, the case for government regulation is still a
industry (Federal Trade Commission, 2016a) and
work in progress as serious public harm has not been
established a 20-year oversight period for the pop-
demonstrated. Consumer dissatisfaction with loot
ular online content creator Machinima (Federal
boxes is widespread, helping to drive calls for self-
Trade Commission, 2016b).
regulation as well as for political action in all
It is unlikely, for the moment at least, that loot
instances in which self-regulation is thought to have
boxes will be declared gambling in the U.S. Several
failed. Whether public or private, all parties seem
recent decisions in district courts have exonerated
to agree that something must be done (King &
similar mechanics from the gambling charge, so
Delfabbro, 2018).
precedents do exist for protecting loot boxes
This section focuses on the prospects of self-
against game licensing laws (Schwiddessen & Kar-
regulation: the extent to which the gaming industry
ius, 2018). Nevertheless, these earlier cases in-
is willing and able to resolve its conflicts with
volved games in which the rewards could not be
customers and regulators, including by preemptive-
considered things of value. If loot box rewards can
ly mitigating the potentially negative effects of loot
be traded for cash or if they are deemed valuable
boxes. I explain various ways in which self-regula-
because they extend gameplay (similar to winning a
tion is limiting the use of loot boxes in order to
free spin at a slot machine), these decisions may be
restore consumer confidence. Self-regulation has
overturned.6
been the prevailing rule in the video game industry
The most commonly discussed regulatory deci-
since the 1990s, when controversies broke out over
sions involve Belgium and the Netherlands, which
the link between games and violence. These con-
are so far the only two countries that have taken
troversies gave rise to the current system of content
serious action. Most notably, the Belgium Gambling
ratings, one of the most notable forms of self-
Commission has demanded loot boxes be removed regulation.
from games in Belgium and so far, all developers
have complied, albeit reluctantly; in September
4.1. Content ratings organizations: ESRB
2018, the Belgian press reported that the Commis-
and PEGI
sion was trying to bring a case against EA for refusing
to comply with the directive (Valentine, 2018).
The Entertainment Software Rating Board (ESRB) is
Eventually though, the company gave in to the
a nonprofit organization that plays a major role in
Commission’s demands. It remains to be seen
supporting self-regulation in the U.S. Most notably,
though whether existing law will be clarified or
the ESRB publishes a detailed content classification
modified. In the Netherlands, judgment has been
and rating system designed to help parents make
more reserved but the general ruling of its Gaming
informed decisions about the games their children
Authority is that any loot boxes redeemable for cash
play. The ESRB system has two content descriptors
constitute illegal gambling (Netherlands Gaming
related to gambling: simulated gambling and real
Authority, 2018).
7
Kompu gacha involves a special type of loot box with rare
rewards that can only be unlocked by first acquiring a collection
6
See, for example, Kater v. Churchill Downs Inc. (2018). of other items from loot boxes.
BUSHOR-1567; No. of Pages 13
The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes 7
gambling (Entertainment Software Rating Board, 2018a). To complement this descriptor, in August
2018a). Any game featuring the latter always re- 2018 PEGI also introduced a label for physical games
ceives an Adults Only rating. Thus far, the ESRB has indicating in-game purchase availability. The same
taken the stance that loot boxes are not gambling descriptor was already in place for digital-only
8
(Schreier, 2017). Its logic is that players are guaran- games (Pan-European Game Information, 2018b).
teed to win something from every loot box and, Local initiatives for greater transparency are also
unlike gambling in a casino, losing is impossible in underway in other countries. South Korea’s self-
absolute terms. Despite this position, the ESRB is regulatory organization K-Games encourages com-
searching for ways to deal with the challenge posed panies to reveal the content and drop rates of loot
by loot boxes. In February 2018, the board an- box items (Korea Association of Game Industry,
nounced that, in the future, a special label indicat- 2018). Higher level initiatives also exist, including
ing the availability of in-game purchases will be the International Age Rating Coalition (IARC), a
placed on physical copies of any games that feature collaborative effort between the ESRB, PEGI, and
microtransactions with real cash (Entertainment several other regional ratings systems. The IARC is
Software Rating Board, 2018b). This label will alert designed to provide a more consistent, streamlined
parents and other concerned parties about the process for classifying games. The coalition has yet
potential to spend additional money in the game, to make an official comment on loot boxes but will
regardless of the legal status of loot boxes or their likely follow the lead taken by the ESRB and PEGI.
psychological effects. The ESRB has also launched a
website devoted to helping parents learn about and 4.2. Company-level initiatives
monitor their children’s spending.
The ESRB is administered by the Entertainment Individual firms have also taken action to limit the
Software Association (ESA), the major trade associ- fallout from microtransactions and loot boxes.
ation for the video game industry in the U.S. In These include strategic industry partners like Ap-
2018, an ESA spokesperson declared (Taylor, 2018): ple, which is not a game developer but does provide
“We strongly believe that the industry’s robust, a sales platform for publishers. In late 2017, Apple
self-regulatory efforts remain the most effective announced a change to its terms and conditions: any
way to address these important issues, and that game sold in its App Store that offers “loot boxes or
system has a proven and long record of doing so.” other mechanisms that provide randomized virtual
Mike Gallagher, president of the ESA, has also re- items for purchase must disclose the odds of receiv-
affirmed the organization’s commitment to self- ing each type of item to customers prior to pur-
regulation and pointed to the new classification chase” (Apple, 2019). Apple’s new policy is an
scheme as an example of a timely and effective example of how major players can place additional
response to a customer problem. In his words (Han- pressure on developers and publishers to the benefit
drahan, 2017): of consumers. It will be most relevant for companies
like Valve, owner of the Steam platform, which
The controversy erupted in November [2017],
hosts its own original games and player communities
and by April 1 we had implemented significant
as well as an enormous amount of third-party con-
changes to the ratings system in the U.S. that
tent. Valve’s own games, especially Counter-Strike:
were designed exactly to address the chal-
Global Offensive, were some of the most successful
lenge–— which is, what are we doing proactively,
early adopters of the loot box model and even
on our own as an industry, to respond?
though Valve is fighting illegal skins gambling
Gallagher’s observation highlights the importance of
quick and decisive action to support consumer-ori-
ented self-regulation, and hints that public regula-
8
tors trying to influence the industry from the outside The line between public and self-regulation is sometimes
blurry. For instance, in the UK the PEGI system is applied by
face special difficulties, such as delays in the legal
the Video Standards Council (VSC). The VSC is an independent
process, that make their efforts less effective.
non-profit privately funded through fees from developers who
The Pan-European Game Information (PEGI) age
pay to be classified using PEGI (VSC, 2018). However, the VSC
rating system is used in at least 37 countries in and does have a statutory connection: in 2012, it was selected (under
around the European Union. Like the ESRB, it is a the Video Recordings Act of 1984) to be the designated body
responsible for rating video games. Furthermore, the VSC
self-regulatory measure provided by a nonprofit
reports on its activities to the Department for Digital, Culture,
organization. PEGI also uses similar content de-
Media and Sport, which also oversees the UK Gambling Commis-
scriptors such as a general label for gambling that
sion. So while the VSC is a private organization and should be
“
covers any game elements that encourage or teach considered a self-regulatory effort, it is still subject to some
gambling” (Pan-European Game Information, oversight.
BUSHOR-1567; No. of Pages 13
8 M. McCaffrey
(Lee, 2016), Steam nevertheless remains a hub for critics calculate draw rates based on their own
skin collectors and traders. experiences and regularly post results to popular
Even though leading industry figures like Karl websites like Reddit where they are discussed and
Slatoff, president of Take-Two Interactive, do not refined; the information quickly spreads around the
believe loot boxes are gambling (Khan, 2017), de- world and odds in different regions are compared
velopers are nevertheless taking action. EA’s Star (e.g., Reddit, 2016). This facilitates accountability
Wars: Battlefront II, which ignited the controversy, and encourages developers to be open and honest
removed its loot boxes before the game was offi- while also spreading valuable information between
cially released. The publisher’s latest major re- consumers about which games or microtransactions
lease, Battlefield V, features a split system in provide the best value for money. It is also an
which real currency can only be used for cosmetic example of positive willingness to participate–— that
items, while earned in-game currency can be used is, participation that encourages beneficial conver-
for all content (McArthur, 2018). Titles like Middle sations with developers (Parent, Plangger, & Bal,
Earth: Shadow of War and Quake Champions also 2011)–— among consumers.
eliminated loot boxes after release (Bethesda, The fact that some platforms and developers are
2018; McWhertor, 2018). implementing new standards indicates that self-
Other developers like Turn 10 are experimenting regulation is being taken seriously. It also hints at
with ways to get the best of both worlds. Turn a broader lesson: Regulatory measures often work
10 removed loot boxes from Forza Motorsport 7 best when they are adopted voluntarily by manag-
and replaced them with a race shop that simply ers. Change is more effective when firms seek it
sells the same loot box rewards outright. The shop’s earnestly rather than when it is forced upon them
inventory changes every 6 minutes, giving players a externally. Imposing regulation often incentivizes
sense of excitement and urgency similar to opening following the letter of the law rather than its spirit.
a loot box but without requiring them to make a Blizzard’s Overwatch is a case in point. In early
risky purchase; instead, the risk is transferred to the 2017, China began requiring developers to publish
shifting inventory selection. In addition, Turn draw rates and other relevant information pertain-
10 completely removed all rewards that affect ing to loot box prizes (Pearson, 2016). Although
gameplay so that shop inventory now consists en- Blizzard initially complied for Overwatch, Hearth-
tirely of cosmetic items. This choice highlights one stone, and Heroes of the Storm (Blizzard, 2017a), it
difference between customer and regulator com- soon changed the purchasing options for Overwatch
plaints about loot boxes: Although emphasizing to allow for continued use of loot boxes without
cosmetic items can allay gamers’ fears about un- publishing draw rates (Handrahan, 2018). The key
fairness and pay-to-win, it has no bearing on the point is that the regulations stated that odds must
claim that loot boxes are gambling or are otherwise be published whenever a product is sold that uses a
harmful. The lesson for managers in similar indus- random mechanism for selecting prizes. In re-
tries is that not all complaints are created equal, sponse, rather than asking players to pay for loot
and there is a difference between increasing the boxes directly, Blizzard began charging money for
value of a product for consumers and bringing it in in-game currency while providing loot boxes as an
line with regulation. In any case, the newest entry added bonus for making the purchase technically
in the Forza series, Forza Horizon 4 (developed by free of charge (Blizzard, 2017b). In other words, in-
Playground Games), has also been tweaked to re- practice loot box mechanics remained roughly the
move the ability to use real-world cash to pay for in- same but Blizzard still complied with the letter of
game currency (Hartman, 2018). the law.
Still other developers are improving transparen- One takeaway is that entrepreneurs and manag-
cy in response to complaints. For example, before ers on the ground can tweak the technical details of
the 2017 controversy got under way, Blizzard had revenue models to adapt to customers faster than
already revised the rules of its popular game Over- laws can be changed to adapt to new market con-
watch to reduce the odds of winning duplicate ditions and business strategies. It is also important
rewards, while also publishing the odds for winning to note that Blizzard’s pricing experiment occurred
in-game currency (Barrett, 2017). Publishing loot several months before the storm of bad publicity
box odds–— that is, draw rates–— has become increas- surrounding Star Wars: Battlefront II launched the
ingly common. EA revealed the odds for FIFA 19 global loot box controversy and widespread con-
(Haydn, 2018) and Psyonix has done the same for sumer dissatisfaction peaked. Furthermore, despite
Rocket League (Connors, 2018). its place at the center of the controversy, EA’s fast
Consumers also devote time and effort into mak- action ironically helps reinforce the idea that busi-
ing loot box odds more transparent. Devoted fans or nesses are able to respond to unhappy consumers
BUSHOR-1567; No. of Pages 13
The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes 9
quickly and effectively, usually more so than regu- Commercial 3-D printing poses a threat to the
lators. enforcement of traditional intellectual property
Managers can draw lessons from unique aspects laws, which were written before the digital era
of the loot box case as well as from its parallels to drastically reduced the difficulties of creating
other controversies. One important insight relates and copying content (Ben-Ner & Siemsen,
to the fact that loot boxes are unpopular among 2017); and
both gamers and regulators who have made an
informal alliance against developers and publishers. Cryptocurrencies operate in legislative grey
This contrasts sharply with the case of a company areas in which their highly decentralized nature
like Uber, which is the target of regulatory efforts makes applying and enforcing existing regulatory
but nevertheless delivers a valuable service to cus- frameworks impossible (Hughes, 2017).
tomers who are often quite loyal. Loot boxes,
though, are dismissed as little more than tools for Microtransactions and loot boxes are radically al-
exploiting players–— children, even–— for easy prof- tering decades-old business models in the game
its. The warning for managers in all industries then industry, and the result has been confusion and
is that the economic problems they face are not anger among consumers and opportunism among
always obvious to customers who may not under- regulators. This is partly to be expected, as long-
stand why experimenting with revenue models like standing perceptions of how the gaming business
microtransactions is necessary–— if indeed it is. works are being altered. Change breeds resistance
Transparency is vital for ensuring that businesses but it is not always benign; change carries costs and
do not wind up waging two-front wars against reg- consequences. A mismatch exists in how consum-
ulators and their own customers. ers, regulators, and developers understand the in-
Developers are beginning to understand that the dustry, resulting in legal ambiguity and an uncertain
loot box controversy is different from typical cus- external environment. Despite this challenge, how-
tomer dissatisfaction. Rather than simply demand- ever, developers have continued to experiment with
ing a recall or refund for a faulty product, or a new types of revenue streams and proven to be at
9
patch to fix a bug, gamers are agitating for regula- least somewhat responsive to consumer concerns.
tion of the entire industry on the grounds that the
product is inherently deceptive or dangerous, in 5.1. Dealing with regulation
addition to possibly influencing the basic fairness
of competitive gaming. This threat extends far The public discussion of loot boxes has led some
beyond conventional market uncertainty, as polit- commentators to suggest that this is a watershed
ical action has serious long-term implications for moment in the industry when it is finally obliged to
business models in the industry. Self-regulation accept regulatory oversight. Yet, no matter how the
remains the industry’s primary method for avoiding controversy ends, its immediate result has been to
commercial and legal threats and even though once again subject the video game industry to
the ultimate effects of current initiatives are un- public scrutiny and it is unlikely that calls for regu-
clear, they remain the industry’s best hope for lation will disappear any time soon. As one industry
independence. lawyer put it: “There’s an old saying, ‘You may not
be interested in politics, but politics are interested
in you.’ The same thing applies here: You may not be
5. What can managers do? interested in gambling regulation, but gambling
regulators are interested in you” (Lumb, 2018). It
Loot boxes are only the most recent example of the is vital that developers prepare to meet the chal-
tensions that can arise between managers, consum- lenges posed by regulation, especially by acknowl-
ers, and regulators, especially when new technolo- edging that loot boxes are controversial, even if
gies are constantly shifting the responsibilities and evidence of public harm is lacking. The same is true
incentives of each group. The past decade yielded for any business selling a controversial product.
numerous examples: Making a case using scientific evidence–— or pointing
out the lack thereof–— may not be enough to avoid
Companies like Uber have leveraged new tech- regulation. Possible threats to public welfare are
nologies to enter established and monopolized still being investigated and much outrage derives
industries and caused consternation among
policymakers who struggle to apply obsolete
9
fi
legal de nitions and regulations to new cases As yet, there is no movement to completely and permanently
(Posen, 2015); abandon microtransactions or loot boxes.
BUSHOR-1567; No. of Pages 13
10 M. McCaffrey
from frustrated customers who are demanding legal experiment are the guiding principles in this space
solutions to poor management decisions. Fortu- in which forming a customer-experience-focused
nately, the game industry is working to develop strategy is vital and “there are many stakeholders
viable strategies in response. involved . . . there is no single right answer, and
First, publishers are rethinking their internation- the path forward can only be found through iter-
al game development and distribution strategies in ating, learning, and trying again” (Kim, Beckman,
light of the inconsistent and evolving views of reg- & Agogino, 2018).
ulators. This means dedicating resources to navi- Third, developers and publishers must take ac-
gate region-specific legal issues like gambling count of the complex relationships between custom-
definitions, a challenge that will continue to require er and regulatory complaints. This includes
investment even if new regulations never material- recognizing the range of criticisms microtransactions
ize. Regional authorities have limited abilities to currently face and crafting specific responses to
regulate foreign businesses, so it is crucial to un- issues raised by different stakeholders (e.g., claims
derstand what does and does not fall within their about fairness versus those about gambling). Using
scope. Coordination between publishers and devel- loot boxes for cosmetic items only will help defuse
opers is absolutely crucial, for instance, for compa- the fairness claims but not necessarily those about
nies like DICE, the EA subsidiary that developed gambling. Yet, the controversy also requires grap-
Battlefront II. DICE is based in Sweden, where pling with a new problem: In addition to airing their
the relevant gambling legislation is the Swedish own grievances, gamers have been willing to adopt
Lotteries Act. The Act applies to companies like regulators’ arguments and use them to endorse over-
DICE with main operations in Sweden but not to sight of the industry, a possibility that they have
parent companies like EA that are based in the U.S. strongly resisted in other contexts such as the cen-
(Schwiddessen & Karius, 2018). In other words, if sorship of violent content in games. Even committed
loot boxes are a form of gambling, Swedish compa- self-regulatory efforts may not be enough to deter
nies face different restrictions from foreign firms the combined pressure of consumers and public au-
selling similar products. Gaming is a truly interna- thorities. The broader lesson is that regulatory dy-
tional industry, and many large firms have local namics are complex and constantly shifting, and
offices, subsidiaries, and strategic partners, any neither developers nor firms in other industries
of which might be subject to oversight. Naturally, should rely on past customer loyalty to provide a
the same caution is vital for many other cross- bulwark against present regulatory efforts.
border businesses. Fourth, direct involvement in supporting cus-
Second, firms that offer products as controver- tomer communities is increasingly important
sial as loot boxes can only avoid external regula- throughout the industry, especially when factors
tion by seizing the initiative to self-regulate. The like first impressions, customer reviews, and social
video game industry did exactly this in the 1990s media word-of-mouth help shape perceptions and
when faced with claims about games and vio- expectations even before a product is released
lence, and it is trying to repeat its success in (Zhu & Zhang, 2006). In the loot box case, increas-
response to the loot box controversy. There are ing consumer confidence means showing gamers
no painless remedies though. Effective action what goes on behind the scenes. They can already
requires transparency from developers about discover valuable information on their own by
how they use microtransactions, specifically re- calculating and disseminating draw rates. Devel-
garding whether they are economically necessary opers will have a much stronger position from
and the extent to which games rely on them for which to argue the merits of loot boxes if they
revenue. It will also be necessary to preempt can proactively encourage transparency and ac-
public policy with private initiatives, as in the countability, for example, by revealing odds vol-
case of updating content ratings and voluntarily untarily before any customer outcry. They can also
publishing draw rates. Microtransactions can also continue to encourage community development by
be scaled back or removed altogether, at least providing forums, blogs, and other public and pri-
until consumer confidence returns. Each of these vate means of communication with the company
options is being trialed in one way or another by and between consumers. Developers are beginning
trade organizations and individual developers. to realize that maintaining good customer relation-
And any of them can go a long way toward keeping ships requires more than straightforward customer
the industry independent, competitive, and posi- service. It means empathizing with them and aban-
tively engaged with consumers. A more general doning tone deaf, like-it-or-leave-it responses such
conclusion for businesses in other sectors is that as EA’s initial and disastrous Reddit reply to the
openness to new methods and a willingness to critics of Battlefront II.
BUSHOR-1567; No. of Pages 13
The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes 11
Bethesda. (2018, December 5). FAQ: Champion progression,
Fifth, strategic partners in the industry can be a
battle pass, and game economy update. Available at
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Valve could follow suit with its extremely popular
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