On August 7, 2019, the Federal Trade Commission hosted a workshop in Washington, DC on video game loot boxes and related microtransactions. The FTC is a federal organization created by a congressional act that gives the agency two mandates: investigate and dismantle anti-competitive trust behaviors among companies in certain industries (a mandate shared with the department of justice, depending on the industry) and investigate and sanction unfair and deceptive trade practices. Of all of the federal agencies and organizations, the FTC is the most likely to take an interest in the video game industry’s practice of loot boxes and related transactions.
A week after the workshop, the FTC published a 12-page “Staff Perspective” of Key Takeaways from the day of learning about loot boxes (pages 7-12 are footnotes). I will provide a breakdown of that document and include some of my own commentary and perspective.
I) Background and Introduction to Lootboxes and Microtransactions
The workshop began by defining some key terms and concepts. I have to love that a government publication officially defines “skins”, “emotes”, and “pay-to-win.” I can’t wait to see what agencies and courts get to define next.
I am starting to take some umbrage with the use of the term “microstransaction” in a lot of these contexts, for two reasons. First, many of the transactions are not “micro.” It is increasingly common to see in-game stores offering transactions north of $5 or $10, and price points of $20 and $50 are becoming common. Rift offered a $100 loot box. These are not small, minor, or micro transactions. These are just ordinary consumer transactions. My second concern with the term “microtransaction” is that it seems to imply a predatory tactic by the game company: the goal of “microtransactions” is to keep each individual transaction so small and insignificant that consumers don’t give it any consideration and don’t remember it afterward. The goal seems to be to bleed consumers for hundreds or thousands of dollars in increments of 50-90 cents. In the mid-20th century, the quaint, charming, folksy folk of middle-America called this strategy “nickel-and-diming.” By emphasizing the “micro” of the transaction (accurately or inaccurately), the goal is to hide the impact of the transaction altogether—and by hiding each individual transaction, the aggregate value of all transactions can be hidden. Some companies refer to “recurrent player spending” instead of “microtransactions”, which is more accurate but that term may also fail to spell out some of the concerns.
The FTC also notes what bothers us all: games used to be one-time, static purchases, but now games increasingly function as a service. (This is increasingly true of most software, and will probably get its own post soon.) This change has encouraged loot box mechanics both as a solution (an ongoing service needs an ongoing revenue stream to sustain it), and as a result (updating loot box rewards is only possible if the game has ongoing support).
II) What are the Key Concerns About Loot Boxes?
The FTC paper lists six concerns related to loot boxes, but I disagree with this formatting choice. There is one concern, and the other five concerns are subcategories of that one concern. The concern is that game companies will use loot box mechanics to confuse or manipulate consumers. They may do this by pressuring players to spend, failing to disclose odds, failing to disclose content creator agreements, using in-game currency to obscure actual costs, and generally conditioning children to normalize and accept all of these manipulative tactics.
The crucial note here is that all of the concerns related to loot boxes have to do with some type of dishonest implementation of them. The FTC is not even exploring the possibility that loot boxes are per se illegal or problematic. The current thinking of the FTC seems to accept that an element of an entertainment product may have uncertainty available for infinitely recurring payments. If a company builds an infinite hole into which consumers may pour all money forever, the FTC has no problem with that. The FTC only wants to make sure that the black hole is properly labeled and that consumers adequately understand the nature and function of the hole.
One of the recurring concerns around loot boxes is that the details as to the nature and functionality are opaque. This is the kind of concern ripe for FTC investigation and sanction, as it falls within Section 5 “unfair or deceptive trade practices.”
III) What does Emerging Research Tell us About Loot Boxes?
This section was a little bit light, and I think that’s a major reason that the FTC is not taking any action at this time. This paper presents four works of research, one of which is hypothetical mathematical modeling. One study does establish a correlation between problem gambling and loot box purchasing behavior among subjects, but does not establish causation.
Another researcher presented findings from working with parents and children regarding digital spending. The researcher indicated that communication about this subject is poor. The paper does not go on to explain this in greater detail, but I personally suspect that parents are generally not sufficiently informed about recent trends in gaming and technology to be able to provide guidance to children regarding the subject. As the ESRB noted later in the workshop, “The organization’s research indicated that the in-game purchase disclosure was important to parents, but a significant majority of parents did not know what a loot box was.”
If parents don’t know what a loot box is, how are they supposed to talk to their kids about them? In years gone by, children might have been teased and bullied for wearing unfashionable clothing brands. Parents had ways to talk to their children about that because they understood what clothing was and what brands were. But now? How does a parent console a sobbing child who is bullied for not having the latest skin or emote unlocked—especially when that parent doesn’t have a clue what Fortnite is?
IV) What Should be Done to Address Concerns About Loot Boxes?
The FTC noted several measures that are already being rolled out as ESRB initiatives. The ESRB has launched educational tools and information to inform consumers about loot boxes and in-game purchase mechanics. The organization is also going to start including loot-box notes as part of its rating system: “in April 2020, the ESRB announced the introduction of a new interactive element, specifying that a game contains In-Game Purchases (Includes Random Items).”
Other self-regulatory measures were also proposed at the workshop, along with mixed views on government regulation. These included: third-party, independent verification of loot box odds displaying a player’s cumulative in-game spending in real world money, making items offered in loot boxes also available via direct purchase, ; In general, the panel advocated for greater industry transparency and communication surrounding loot boxes mechanics.
The workshop underscored the need to continue to develop research about the effects and implementation of loot box mechanics. Consumer advocacy and action, particularly in the form of educating consumers and in the form of publicizing predatory, unsavory, deceptive, or unfair practices of game companies and holding those companies accountable. The FTC recorded that “in certain instances, companies have discontinued loot box features based on negative consumer response” with a footnote citing news articles about Star Wars Battlefront II, Rocket League, Call of Duty, and Destiny 2.
V) Conclusion
Jim Sterling has railed against loot boxes for years because of the predatory behavior they exemplify and the harm done to consumers as a result of the obfuscation and appeal to addictive and impulsive behaviors. He once said “They’re coming for you” because every company wants to “turn players into payers.” I think he’s right that most of the biggest developers and publishers will look for more ways to include loot boxes whenever and wherever possible. However, I think there are still companies that make good games that either don’t need loot boxes or don’t need to push the microtransaction business model. Loot boxes may come to earn a place along snake oil salesmen of yesteryear. Unless they become carefully regulated, loot boxes will get put on a list of known red flags that will push customers away from a game that features them.
The community wishlist on GoG has “Don’t Get Bought by EA” has over 22,000 votes. “Remain DRM-free” has exactly 59,000 votes as of Aug 30, 2020. There is a consumer base large enough to support games that don’t use loot boxes.
For the FTC, I think more robust research will guide policy decisions. Extreme anecdotes may also force the FTC’s hand—like stories about consumers who unwittingly spend tens of thousands of dollars in “microtransactions.” The FTC has already enforced rulings at the publisher platform level, against Apple. There’s nothing in the FTC’s history or structure that would prevent it from going after specific developers and publishers. Workshops like this, and guideline publications that grow out of them, are warnings for the industry. The FTC is less forgiving and less lenient when it sanctions companies who should have known better. The FTC is sending a message to the games industry: when we fine you, we will not accept the defense of “we didn’t know any better.”