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Loot boxes under pressure in 2026 

Loot boxes are not automatically regarded as gambling, but the focus of European authorities is shifting towards consumer protection, virtual currencies and mechanisms that may encourage repeat spending. 

A simple mechanism that raises a complex legal question 

A player purchases a digital pack of football cards. Lights flash on the screen, an animation builds suspense and, after a few moments, the contents of the pack are revealed. This sequence may be reminiscent of certain mechanisms found in games of chance. However, no traditional stake or casino chips are required. Crucially, depending on the jurisdiction and the game’s design, the transaction does not necessarily meet the legal definition of gambling. This is precisely where the problem lies. 

The European age rating system, PEGI, describes paid random items as mechanisms that allow players to purchase, using real money or virtual currency, a reward whose acquisition depends on chance. 

Why loot boxes are not automatically games of chance 

In a traditional casino game, the regulatory rationale is relatively straightforward: a person wagers money, chance determines the outcome, and a reward of economic value may be obtained. 

Loot boxes blur this logic, particularly with regard to the concepts of wagering and the value of the prize. 

From the player’s perspective, the mechanism is indeed based on uncertainty. It is also likely to encourage repeated purchases. However, these characteristics alone are not sufficient for a system to be legally classified as a game of chance. The issue becomes even more complex when the reward remains confined to the digital world of the game and cannot be converted into money. 

This is why it would be inaccurate to claim that all loot boxes constitute prohibited games of chance. Conversely, their exclusion from certain gambling laws does not mean that they are beyond regulatory scrutiny. 

In 2026, Europe is looking beyond mere chance 

Regulators are now taking a broader view of how games are designed to influence players’ decisions and spending. 

There is growing focus on design mechanisms that may influence consumer behaviour, as well as systems that encourage repeat engagement. Existing rules on unfair commercial practices and transparency of information may also come into play. 

The Dutch government is therefore advocating for a European ban on paid loot boxes as part of the forthcoming European framework on digital fairness. Its approach also aims to strengthen the regulation of virtual currencies and mechanisms whereby payment grants an advantage within the game. 

PEGI tightens its classification criteria for random purchases 

In March 2026, PEGI announced new criteria for games featuring paid random items. These new rules apply to new submissions from June 2026 onwards. 

Most games featuring loot boxes or similar randomised purchases now receive a minimum PEGI 16 rating. Depending on how these features are implemented and the presence of other elements, a PEGI 18 rating may be applied. 

The changes also apply to certain mechanisms that use rarity or time-limited offers to encourage frequent spending. 

In Belgium, loot boxes are strictly regulated 

Belgium has one of the strictest stances in Europe. Since 2018, paid loot boxes that meet the criteria for games of chance have been deemed illegal when offered without a licence. The Gaming Commission considers, in particular, that payment, chance and the possibility of winning a prize may mean that these mechanisms fall within the scope of games of chance. 

This approach has prompted several publishers to adapt their games or refrain from marketing them in Belgium. Electronic Arts, for example, has removed the option for Belgian players to purchase FIFA packs using paid points. Other titles have also been withdrawn or modified. 

Following the loot box controversy, the entire design of games is now under scrutiny 

Modern games feature numerous monetisation methods: seasonal passes, limited-time offers, reward wheels, and even environments that replicate certain visual and behavioural cues found in casinos. 

The real regulatory challenge could therefore lie in the combination of these mechanisms

Michel Groothuizen, chair of the Dutch gambling regulator, stated in early 2026 that games are increasingly designed to maintain user engagement and encourage spending through features based on chance. 

The authorities could place greater emphasis on how the system as a whole influences spending habits, paying particular attention to minors. 

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Sarah has a sharp eye for trends in the gambling world. With a passion for sport, she covers everything from responsible gaming to casino legislation. Her writing makes complex topics accessible to readers.

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