Players can pay for a loot box sometimes with virtual currency. But the lawsuits and ongoing disputes are over the loot boxes which are bought with real money. The real money transactions are also known as “micro-transactions” and “in-app purchases.”
The lawsuits claim that games that offer a gamer the opportunity to pay for a randomized chance of obtaining better weapons, player skins, or other in-game features to improve gameplay is arguably operating as a gambling device.
Loot boxes produce a growing revenue stream for game developers and the platforms on which they are sold. For example, Google Play and the Apple App Store receive 30% of the in-app purchase amount.
The concern is that techniques used to market loot boxes may be addictive. And whether there is a negative impact on minors to these in-game purchases.
There are credible claims that loot boxes create and reinforce addictive behaviors in players, particularly youthful ones.
Loot boxes generated up to $30 to $40 billion in 2018, this amount is expected to increase to about $50 billion by 2022.
Background Kevin Ramirez vs Electronic Arts class-action
The FIFA game series is one of the high earners through their loot boxes. FIFA was developed by Electronic Arts (EA).