You hand your child five dollars for a game, and twenty minutes later they are back because the pack they opened gave them a duplicate of something they already owned. If that sounds familiar, the new European Union proposal about loot boxes is a timely reason to check how purchases work in your child’s games.
Audio: Audio version coming soon.
By Janice Robinson-Celeste
Quick Review
- A loot box is a paid or earned game feature that gives a player a random item or reward.
- The EU’s proposed Digital Fairness Act would restrict paid loot boxes and pay-to-win or pay-to-progress features for minors, but it is not law.
- You can take steps now: require purchase approval, review game or console spending controls, and make one calm plan with your child.
- If your child has spent more than expected, start with curiosity, not blame. The goal is to solve the design and payment problem together.
What A Loot Box Actually Is
A loot box, sometimes called a surprise box or pack, offers a chance to receive an item without showing exactly what the player will get beforehand. It may be bought with real money, purchased in-game currency, or earned through play. Rewards can be cosmetic, such as a character outfit, or may affect game progress or competition.
That uncertainty is part of the appeal. The reveal can feel exciting, and a rare item may seem more valuable because it is hard to get. Limited-time offers, collections, and the wish to keep up with friends can add pressure. In some games, a player may first buy virtual currency, which can make it harder to see how much a digital purchase costs in real money.
You can look for the ESRB’s “In-Game Purchases (Includes Random Items)” notice or PEGI’s “Includes Paid Random Items” label. The ESRB defines its notice as covering offers where the player does not know before purchase which digital goods they will receive, such as loot boxes, item packs, or mystery awards. These labels help you spot games where a payment buys a chance rather than a specific item.
What The EU Ban Would Change
On November 11, 2026, the European Commission presented its Digital Fairness Act proposal. It would ban paid loot boxes and pay-to-win or pay-to-progress mechanics for minors, require parental approval for paid in-game currencies that would be off by default for minors, and require clearer information about what virtual currency costs in real money. The proposal would also give users the option to switch off certain design features, including persistent prompts and autoplay.
One detail worth knowing: the proposed limits on loot boxes and pay-to-progress mechanics are aimed at minors. For adults, Euronews reports that loot boxes and streak mechanics would remain permitted. That means the games your child plays may not change at all, which is why your own settings still matter.
It is a proposal, not a law. It must still pass the European Parliament and the Council, and its provisions could change or be removed. A separate proposed revision to consumer-protection enforcement could allow fines of up to 6 percent of global annual turnover in large cross-border cases, according to Euronews’ report.
The European game developer and publisher groups Video Games Europe and EGDF described the restrictions around virtual currencies, loot boxes, and micro-transactions for minors as “unworkable, unjustified and disproportionate,” in a joint statement. EU consumer protection commissioner Michael McGrath said, “We are not making it harder to do business. We are making it harder to do business unfairly,” as reported by The Verge.
For your family, the practical point is simpler: the proposal may change protections in the EU later, but your purchase settings are useful today.
What The United States Is Doing About Loot Boxes
There is no federal law in the United States aimed specifically at loot boxes, but that does not mean nothing is happening. On February 25, 2026, New York Attorney General Letitia James sued the game developer Valve, alleging that the loot boxes in Counter-Strike 2, Team Fortress 2, and Dota 2 amount to illegal gambling under New York law.
The complaint describes the opening process in Valve’s most popular game as resembling a slot machine, with an animated spinning wheel that eventually rests on a selected item. The items are cosmetic, but they can be sold on marketplaces for real money, and the release says one item reportedly sold for more than $1 million. The attorney general is asking the court to permanently stop the conduct and to order disgorgement and fines. In her announcement, James said, “Illegal gambling can be harmful and lead to serious addiction problems, especially for our young people.”
These are allegations, not proven findings, and this is one state’s case. Valve’s response is not established here. The pattern still matters for parents: when real money can flow back out of a game through item sales, the pull to open one more box gets stronger, whatever the label says.
What The Research Says About Kids And Loot Boxes
The UK Gambling Commission’s Young People and Gambling 2026 report, published November 12, surveyed 3,867 pupils aged 11 to 17. It found that 22 percent of all young people surveyed had opened a virtual loot box or surprise box after spending their own money. Among those aware of in-game items, the figure was 27 percent. The most common payment methods for loot boxes were money from a young person’s own bank account, at 64 percent, and gift cards, at 54 percent.
The report also found that 82 percent were aware of at least one way in-game items can be used, and 73 percent knew loot boxes could be opened with their own money or a parent’s money. These findings are a useful reminder to check gift cards and payment methods, not just a parent’s saved card.
In the UK survey, 22 percent of 11- to 17-year-olds said they had opened a loot box or surprise box using their own money.
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A 2019 study of more than 1,100 adolescents aged 16 to 18 found that young people who spent money on loot boxes reported roughly twice the level of problem-gambling severity as those who did not. This was an association, not proof that loot boxes cause gambling problems. The Royal Society Open Science study does not mean that every child who opens a box will develop a problem. It does support paying attention to repeat spending, secrecy, or distress.
Three Settings That Do More Than A Lecture
You do not need to master every game menu. Start with the device or account that makes the purchase possible, then check the game itself.
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Apple Ask to Buy: Turn it on from Settings > Family > your child’s name > Apps & Websites > Restrictions > Ask to Buy. Apple says this requires your approval for app and in-app purchases; it may be on by default for under-18s in some regions. See Apple’s Ask to Buy guidance.
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Google Play purchase approvals: In the Play Store, go to Settings > Family > Manage family members > Purchase approvals. You can also use the Family Link app under Controls > Google Play > Require approval for. Options include all content, paid content only, or in-app purchases only. Check Google Play’s purchase approval instructions.
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The game or console account: Review its purchase controls and spending limits, if available. Consider removing a saved payment method or setting a limit. The exact options differ by game and platform, so use the service’s current instructions and check which accounts and devices are covered.

No setting covers every possible purchase route. SCN’s guide explains why parental controls can fail and how to check them. After changing a setting, check with your child that it works as intended.
How To Talk To Your Child About Loot Boxes
Try a short, calm conversation while you review the game together. Ask your child to show you how a box works, what it costs, and whether the reward is random. You might say: “I’m not upset. Let’s look at how the purchase happened and decide what settings we want.”
Agree on a simple rule, such as asking before any purchase, using only a set amount of gift-card credit, or not buying random rewards. Explain that a child who overspends is not in trouble. The design and payment route are the problem to solve, and your child can help you solve it.

When To Ask For More Help
A single purchase is a useful prompt to check settings, not a reason to label your child. Pay closer attention if spending repeats, your child hides purchases, borrows money, or feels upset about stopping. Talk together about what is happening and consider reaching out to a health professional or a trusted support service.
The National Problem Gambling Helpline is free and confidential, available 24/7 at 1-800-522-4700, also 1-800-MY-RESET.
Frequently Asked Questions
Are Loot Boxes Gambling?
Not every loot box meets the legal definition of gambling, and rules vary. For parents, it can be more useful to focus on whether real money buys a random reward and whether spending is becoming hard to manage.
At What Age Should A Child Be Allowed To Buy Loot Boxes?
There is no single age that fits every family or game. Consider avoiding paid random rewards for younger children, and check the game’s age rating, purchase features, and your child’s readiness before deciding on any spending.
How Do I Turn Off In-Game Purchases On An iPhone?
Use Apple Ask to Buy to require approval for app and in-app purchases. Follow the current steps in Apple’s instructions, then check whether the game account has separate purchase controls.
Do The New EU Rules Apply In The United States?
No. The proposed Digital Fairness Act covers the European Union and would not change rules for families in the United States. The United States has no federal law aimed specifically at loot boxes, though states are moving: New York’s attorney general sued Valve in February 2026, alleging its loot boxes are illegal gambling. Those claims are still being tested in court. In practice, device-level purchase approvals are the tool parents have right now.
What Does The “Includes Paid Random Items” Label Mean?
PEGI uses this notice when a game includes paid random rewards, such as loot boxes, card packs, or prize wheels. It helps you spot games where a purchase does not guarantee a specific item.
Before the next game purchase, check one setting and ask your child to walk you through how rewards are paid for. Which setting or family rule has helped you manage in-game purchases? Share your experience in the comments.
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