Gaming, Graphics & XR

Loot box

Also known as: loot boxes, loot crate

A loot box is a virtual item in a game that players buy, with real money or in-game currency bought with real money, to receive random rewards such as characters, weapons, or cosmetics.

You don't know what you'll get until you open it. While publishers see loot boxes as a revenue engine, researchers have linked them to problem gambling, and countries including Belgium and Brazil have restricted them.

Loot box, explained at three levels

At home

A loot box works like a mystery bag at a corner store, except inside a game. You pay, with real money or game currency bought with real money, and it opens to a random prize. Behind the scenes, the game rolls a digital dice using a table of odds: common items come up often, rare ones almost never. That unpredictability is exactly what makes opening one exciting.

At work

A loot box is a paid in-game item that delivers randomized rewards according to a hidden or published odds table. Publishers use them because random rewards drive repeated purchases, often from a small group of heavy spenders. They also carry regulatory risk: Belgium treats paid loot boxes as gambling, Brazil bans them in games accessible to minors, and app stores require odds disclosure.

Real-world examples

At home

Nadia's 12-year-old son spent over $100 on card packs in a sports game in a month, hoping for a rare player. She turned on spending limits and talked with him about how the odds worked.

At work

Jerome is a compliance lead at a Canadian mobile game publisher. To keep selling in Brazil after its 2026 law, his team replaced paid loot boxes with direct purchases for players under 18 and added age verification.

How it compares

featureLoot boxDirect purchase
What you getRandom rewardExactly what you choose
Price transparencyUnclear true cost of a specific itemClear
Regulatory riskHigh in some countriesLow
Player sentimentOften negativeGenerally better

Loot boxes sell chance. Direct purchases sell the item itself.

For analysts

Loot box revenue can disappear overnight when a market changes its rules. I'd design monetization that works without them, so regulatory changes don't force an emergency redesign.

History & origin

Paid random rewards appeared in Chinese online games in the mid-2000s and spread through mobile 'gacha' games in Japan and Asian markets. EA's FIFA Ultimate Team, launched in 2009, made card packs enormously profitable in Western games. In 2017, Star Wars Battlefront II sparked a backlash over loot boxes that affected gameplay, and EA's defence on Reddit became the platform's most downvoted comment. Belgium's gaming commission declared paid loot boxes illegal gambling in 2018. Apple and Google began requiring games to disclose odds. In March 2026, Brazil's new child online protection law took effect, banning paid loot boxes in games accessible to minors. In my view, loot boxes are a design choice that profits from the same psychology as slot machines, and should be treated that way for children.