@Casinomeister Loot boxes, as Dio explained, are add-ons for a game that cost x amount and you might get ten in-game items like weapons, armour, skins etc. Items are ranked so you might get 5 common items (weapons, armour, potions, skins etc), 3 uncommon, and a legendary, rare, epic or similar.
Been a while since I played these types of games, and probably because the idea of buying to compete doesn't float my boat. But, before, they would tell you the chances of what to expect.
I agree with most of what's being said, but I don't see it as something that needs regulation.
And after taking away auto-play, bringing in the intrusive sow to control how I spend my money, banning bonus-buys etc, I don't want or think I need any more legislation. It surprises me that many members think its a good idea.
Where does it end? If the study shows a link between children wanting loot boxes then perhaps a discussion needs to be had between parent and child. Not legislate the masses for the sake of a minority again. Do we need to stop a sportsmans bet, or stop saying to our kids 'wanna bet?'.
Teach, don't oppress.
Its bureaucratic poppycock. Unnecessary. And the report that shows a link is out of context with the bigger picture. If there is a link between problem gambling and loot boxes then thousands of other products and marketing come into question. Need to draw a line and I think the line was drawn exactly where it should have been.
It's about educating your kids, and maybe tightening up on access to your payment details. I see it as another mountain out of a molehill that will probably limit me from doing what I want in the future.