As video games started to become more popular and accessible, game developers began to incorporate the “freemium” model into their games – the strategy of making games free to play but charging money for additional features or in-game items. My first experience with a freemium game was in 2012 when I was procrastinating in the D.B. Weldon library as an undergraduate at Western University, trying to build a virtual Springfield in the Simpsons: Tapped Out on my iPhone 4. I knew that I needed to spend dozens of hours completing in-game tasks to build up enough in-game currency so I could buy the virtual items to build my Springfield. I realized that these items were also available for purchase with real currency as a way to skip some of the in-game tasks, but unluckily (or luckily?) for me, I was on a student budget so I didn’t have the disposable income to spend $50.00 USD to purchase the Lard Lad Donut Factory. Unfortunately, I couldn’t compete with players with deep pockets, so my dreams of having the world’s best virtual Springfield died a quick, painless death as I moved on to Flappy Bird, with my (real) wallet no worse for wear.
A few years later, I heard about this phenomenon called a “loot box” which is another type of in-game transaction that differs from a 1:1 purchase. Instead, games such as FIFA, Counter-Strike: Global Offensive, and Call of Duty started to offer virtual mystery boxes where players could pay as low as $3.00 USD for a chance to own a coveted in-game item, with the catch that the contents contained in a loot box were randomized.1 Players wouldn’t know if they purchased something extremely valuable or bunk until after they’ve paid money. Given that loot boxes contained consideration, chance, and a prize, different jurisdictions around the world started to take the view that selling and purchasing loot boxes is a form of gambling, no different than playing a real-world slot machine. This blog will look at some of the different approaches to loot boxes around the world, Canada’s approach to loot boxes (so far), and suggestions for how game developers may be able to stay on the right side of Canada’s laws.
Loot Boxes Around the World
The country with the strictest restrictions on loot boxes is Belgium, where the Belgium Gaming Commission has held since 2018 that loot boxes violate the country’s gambling legislation since loot boxes involve a bet that can lead to profit or loss by chance.2 In March 2023, an Austrian court also ruled that loot boxes violate the country’s gambling laws but for different reasons. Instead, the Austrian court determined loot boxes to be gambling due to players’ ability to sell items purchased in loot boxes on a secondary market, which thereby gave loot boxes some real level of value.3
On the other side of the spectrum, a Dutch court ruled that loot boxes did not violate its country’s gambling laws, taking the view that purchasing and opening loot boxes is not a standalone activity, but rather part of a game of skill which happens to add an element of chance to the game.4 This decision paid special attention to Electronic Arts’ (“EA”) FIFA Ultimate Team Mode, where the goal of the game is for a player to create their own team, so the court concluded that purchasing loot boxes was merely an aspect of a game of skill. I’m not so sure the Dutch court would reach this conclusion if it examined loot boxes that had purely aesthetic utility, which is perhaps why the Dutch government has since lobbied for a ban on loot boxes across the entire EU.5
Loot Boxes in Canada
There have been a number of lawsuits that have been filed in Canada – specifically in Québec and British Columbia – that have sought redress for game developers’ use of loot boxes. Some of the most prominent game developers in the world have been named as defendants in class actions, including Epic Games, Activision Blizzard, Take Two Interactive, EA, and Niantic.6 Each of the cases makes similar allegations against the game developers, in particular, that loot boxes (1) violate the Criminal Code of Canada’s (the “Code”) provisions related to unlawful gaming, and (2) loot boxes violate consumer protection laws for deceptive marketing practices by concealing the odds of the items within the loot boxes.
So what is an “unlawful game” according to Canadian law?
In order to be considered an unlawful game, a game must satisfy the elements of an unlawful game prescribed in the Criminal Code (the “Code”) and common law. The Code defines a “game” as a game of chance, or a game of mixed chance and skill.7 Examples of games of chance are slots and roulette, while examples of games of mixed chance and skill are poker and blackjack. Under the common law, chance, consideration, and prize are held to be essential elements of gaming.8 Therefore, for a game to violate the Code (i.e. as a game of chance or mixed chance and skill), it must contain all three of the elements of chance, consideration, and prize.9 Games that are only skill-based do not violate the Code.
In addition to chance, consideration, and prize, the Supreme Court of Canada in Di Pietro v. The Queen (“Di Pietro”)10 also held that wagering is an essential element of gaming.11 Wagering is not defined in the Code, however, the court in Di Pietro stated that wagering means having a chance of both winning and losing money or money’s-worth.12
In March 2023, as part of an application to certify a class action on behalf of loot box purchasers, the Supreme Court of British Columbia considered whether loot boxes constituted unlawful gaming (“Sutherland”).13 The Plaintiff argued that purchasing loot boxes should be considered wagering because (1) loot boxes are available for purchase using real money or virtual currency, which gives them real-world value like a “casino chip,”14 and (2) loot boxes have intrinsic value (i.e. money’s-worth) outside of video games because the contents within a loot box can be resold for virtual currency within the games’ in-house auctions and for real currency on third-party marketplaces.15
The Court disagreed with the Plaintiff’s argument that loot boxes had intrinsic value. The Court noted that there is no prospect of gaining or losing anything of real-world value through EA’s auctions since loot boxes can only be resold for virtual currency, and they cannot be cashed out like a casino chip.16 Further, the Court noted that EA did not actually promote or sell loot boxes on third-party marketplaces, so even though the class members could have technically re-sold the loot boxes they purchased, EA did not engage in such practice so they could not have engaged in unlawful gaming.17
Nevertheless, the Court concluded that the class action could proceed on the basis that loot boxes may violate consumer protection laws for misleading and/or deceptive marketing practices.18 The judge accepted the Plaintiff’s argument that EA misled class members by:19
Failing to disclose that the chances of obtaining valuable items by purchasing loot boxes was nearly impossible; and
Promoting the purchase of loot boxes as a way to improve game performance and enjoyment.
The Plaintiff was granted leave to amend its pleadings on behalf of the class members and make further submissions, so it will be interesting to see if the Sutherland action proceeds or if EA settles before the case advances. Notably, Epic Games settled a similar lawsuit in October 2022, however, there was no discussion or analysis from the court on whether loot boxes constituted unlawful gaming or contravened consumer protection laws to compare to the Sutherland decision.20
Observations and Implications
Although the court in Sutherland was not satisfied that an unlawful gaming cause of action was established by selling and purchasing loot boxes, given the court’s consumer protection concerns, it seems that loot boxes may be treated more like promotional contests rather than unlawful games in Canada. Some of the most popular promotional contests in Canada include Tim Horton’s Roll Up the Rim to Win and McDonald’s Monopoly where consumers purchase a product and have a chance to win prizes supplied by the brand. There is consideration, prize, and chance, similar to loot boxes.
Promotional contests are governed by the federal Competition Act, and there are specific rules for running promotional contests that are similar to some of Sutherland’s concerns with loot boxes. For example, the Competition Act requires that promotional contests provide fair and adequate disclosure of the approximate value of prizes and the chances of winning a prize (among others that are beyond the scope of this blog).21 While loot boxes may not actually be promotional contests in practice, game developers may be able to avoid liability for loot boxes in Canada if such disclosures are made. Many countries around the world including Italy, the UK, Taiwan, and South Korea22 require probability disclosures on loot box sales, so this may be the secret sauce (or at least, one of the ingredients) that prevents game developers from being subject to more class actions in Canada.
If you have any questions about your company’s promotional contests, giveaways, or loot boxes, please don’t hesitate to reach out to GME Law.
1 Makena Kelly, How Loot Boxes Hooked Gamers a Left Regulators Spinning, The Verge, February 19, 2019.
2 Tom Gerken, Video Game loot boxes declared illegal under Belgium gambling laws, BBC, April 26, 2018.
3 James Batchelor, Austrian Court Rules that FIFA Loot Boxes Violate Gambling Laws, GamesIndustry.Biz, March 6, 2023.
4 Council of State, Penalty Sum Wrongly Imposed: “Loot Boxes” in Computer Game FIFA22 are not a Game of Chance, March 9, 2022.
5 Marco Wutz, The Netherlands Seek Loot Box Ban on EU Level, Sports Illustrated, July 4, 2023.
6 Bourgeois c. Electronic Arts Inc., 2021 QCCS 5055 at para 3 [Bourgeois].
7 Criminal Code, R.S.C., 1985, c. C-46 at Section 197(1).
8 See for example R. v. Robinson (1917), 29 C.C.C. 153 (Sask. C.A.).
9 See, for example, R. v. DiPietro (1986), 25 C.C.C. (3d) 100 at 107 (S.C.C.) [hereinafter DiPietro], and R. v. Irwin (1982), 3 O.R. (2d) 314 at 319-320 (C.A.).
10 Di Pietro v. The Queen, [1986] 1 S.C.R. 250.
11 Di Pietro at para 16.
12 Di Pietro at para 26.
13 Sutherland v Electronic Arts Inc. and Electronic Arts (Canada) Inc., 2023 BCSC 372, at 4 [Sutherland].
14 Sutherland p 120.
15 Sutherland at p 118 and p 121.
16 Sutherland at p122.
17 Sutherland at p 125.
18 Sutherland at p 160.
19 Sutherland at 84-85.
20 Bourgeois and Johnston v Epic Games, Canadian National Settlement Agreement, October 5, 2022 at Section 3.1.
21 Competition Bureau of Canada, Promotional Contests Enforcement Guidelines, June 24, 2022.
22 Leon Y. Xiao, Loot Box State of Play 2023: a Global Update on Regulation, December 5, 2023.