In video game terminology, a loot box is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, or loot, ranging from simple customization options for a player's avatar or character to game-changing equipment such as weapons and armor. A loot box is typically a form of monetisation, with players either buying the boxes directly or receiving the boxes during play and later buying "keys" with which to redeem them. These systems may also be known as gacha, which is popular in Japan, and may be integrated into gacha games.
An array of gachapon (capsule toy) machines in Hong Kong. Loot boxes were inspired by the random distribution of gachapon one could acquire through these machines.
A row of slot machines in a legal casino. Various independent studies concluded or suggested that the mechanisms of loot boxes in video games share many crucial similarities with traditional slot machines in casino.
Belgium's Minister of Justice Koen Geens has led some of the country's decisions on restricting loot boxes and seeks to extend Belgium's approach to all of Europe.
Sen. Maggie Hassan urged the ESRB to self-regulate the industry with respect to loot boxes in February 2018.
Video game monetization is a type of process that a video game publisher can use to generate revenue from a video game product. The methods of monetization may vary between games, especially when they come from different genres or platforms, but they all serve the same purpose to return money to the game developers, copyright owners, and other stakeholders. As the monetization methods continue to diversify, they also affect the game design in a way that sometimes leads to criticism.
GameStop, a brick and mortar game retailer
Credit cards are a popular payment method for digital distribution as well as microtransactions.