“…These gamblified systems and the potential for their play by children have elicited significant controversy in many countries including the United Kingdom, Australia, Canada and the United States (Batchelor, 2020; Kent, 2020; Matney, 2019; Miral, 2020), as well as within the European Union (Carvalho, 2020), South Korea (Crecente, 2018) and mainland China (Gartenberg, 2017). Recent studies in this area have included examinations of the psychology of loot box consumption and its commonalities with other forms of gambling (Drummond and Sauer, 2018), the extent to which loot box purchasers might be at risk of gambling problems (von Meduna et al, 2020), the techniques that regulators might use to limit the volume of loot box purchasing (Gong and Rodda, 2020), regulatory frameworks that might be relevant to loot boxes (Cerulli-Harms et al, 2020), the potential for regulating loot boxes and similar forms of play within both the game industry as a whole and in the context of specific companies (McCaffrey, 2019) and the legality of loot boxes and whether such monetised ‘random reward mechanisms’ should be understood as gambling (Xiao, 2020). In the broader context surrounding loot boxes, we have also seen studies of shared risk factors and experiences between gambling and ‘problem’ gaming (King et al, 2020), the relationships between the purchasing of random items and gambling behaviours (Lee et al, 2020), yet a rejection of the possibility that gaming might be a ‘gateway’ into gambling, especially in an era of gamblified gameplay systems (Delfabbro and King, 2020).…”