Clash of Titans, Brawl Stars video games maker Supercell sued over “Loot Box” gambling

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There is also broad concern that the techniques used by Supercell to entice players to purchase loot boxes may reinforce compulsive and addictive behaviors. The impact of these in-game purchases is negative, especially on younger players.

Millions played and billions made

The lawsuit also claimed that loot boxes are lucrative and predatory. Loot boxes are depicted as a “main revenue generator in the industry.” 

“Supercell is earning huge sums from the unlawful and predatory Loot Boxes sold in its games. Supercell’s business is based mainly on its five mobile app games – each of which is free to download,” the complaint said.

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“Nevertheless, as a result of the sale of Loot Boxes and other in-game microtransactions, Supercell reported revenue of $1.6 billion for 2018 and another $1.56 billion in 2019 – a large percentage attributable to Brawl Stars and Clash Royale. For example, in June 2020, Brawl Stars ($58 million) and Clash Royale ($14 million) combined for 60% of Supercell’s reported $120 million monthly revenue,” the complaint summarized.

Loot boxes explained

Loot boxes are in-game rewards that contain a random assortment of virtual items. These items can assist a player in gameplay or items that customize the player’s avatar or dashboard.