Children and young people are required to get parental consent before buying in-game known as ‘loot boxes’ in video games 

Children and young people are required to get parental consent before buying in-game known as ‘loot boxes’ in video games 

Nadine Dorries, the culture secretary, said today that video game publishers and platforms must do more to ensure that kids cannot buy in-game items, or “loot boxes,” without their parents’ permission.

In several video games, loot boxes are a form of in-game purchase.

To acquire random goods, including “power-ups” to help them compete better in the game and cosmetics like virtual apparel, players can pay real money for a loot box.

According to the Department for Digital, Culture, Media, and Sport’s call for evidence on loot boxes, gamers who have purchased loot boxes may be more likely to suffer problems linked to gambling, mental health, money, and problem gaming.

Children and teenagers may also be at greater risk.

The government is urging that minors and young people not be permitted to purchase loot boxes unless they have a parent’s or guardian’s permission in order to protect players.

Some gaming platforms, like Xbox, have already taken steps to strengthen security measures, such as adding choices that need parental consent before minors under 18 can spend money in games.

The Government intends to build on this by providing robust kid protections for the whole gaming industry, and it won’t hesitate to explore law if businesses don’t implement enough safeguards to protect players.

Nadine Dorries, the secretary of culture, said:

We want to stop kids from going on online shopping binges without their parents’ permission because of in-game purchases like loot boxes.

More needs to be done by gaming companies and platforms to make sure that age restrictions and controls are in place so that players are safeguarded from the danger of gambling-related harms.

Children should be allowed to play video games in safety while giving parents and other adults the reassurance they require.

All players should have access to transparent information and spending limits through game businesses and platforms.

The minority of players who spend an excessive amount of money on loot boxes and who may be more vulnerable to damage should be supported by protections.

In order to create industry-led initiatives to safeguard players and lower the possibility of harm, DCMS has established a new working group that will include representatives from gaming businesses, platforms, and regulatory organizations.

This will entail taking steps like implementing parental controls and ensuring that all gamers have access to visible, understandable information.

Better evidence is required, according to the request for evidence, to better understand the advantages and disadvantages of video games.

To help with this, the government will introduce the Video Games Research Framework.

The UK’s world-class video game sector generated £2.9 billion in economic output in 2019, a significant increase from £400 million in 2010.

The government is dedicated to fostering the gaming industry’s innovation and expansion while also guaranteeing that games may be played safely.

Chief Executive Officer of Ukie, Dr. Jo Twist OBE, stated:

In order to expand on our current efforts to create and spread knowledge of parental controls, we have pledged to look into new avenues for supporting gamers and parents.

We look forward to cooperating closely in the working group and on the Video Games Research Framework with the government and other organizations.

TIGA’s Chief Executive Officer, Dr. Richard Wilson OBE, stated:

According to TIGA, game developers should work to make sure that all players may play their games safely.

2020 saw the official adoption of TIGA’s 5 Principles for Safeguarding Players, which were created to capture the essence of the strategy that game developers should use to run their businesses in the UK.

Without parental permission, kids and teenagers shouldn’t be able to purchase video game “loot boxes.”

According to TIGA, vulnerable adults must be shielded from any potential harm caused by treasure boxes.

In order to promote steps to safeguard gamers from potential dangers, the DCMS is forming a working group, and TIGA looks forward to participating in it.