Polish Legislation Targets to Classify Game Loot Boxes Under Gambling Laws

Lucas Dunn
By: Lucas Dunn
World
Someone Holding a Video Game Controller

Photo by Pexels, CC0 1.0

Key Takeaways

  • The new legislation mandates licenses for game operators
  • It includes an 18+ age restriction on loot box purchases for youth protection
  • The Finance Ministry is expected to draft licensing fees

Poland’s parliament is advancing a landmark proposal to classify video game loot boxes as gambling, potentially ending years of regulatory ambiguity. Filed in early December, the draft amendment would place randomized in-game purchases under existing gambling laws. The decisive move signals increased scrutiny of digital monetization practices.

The legislation represents Warsaw’s first effort to address concerns that these mechanics mirror traditional betting systems, particularly those that impact minors. Legal analysts attribute the shift to growing demands for consumer safeguards in video games, where unregulated loot boxes have thrived despite ethical debates. If enacted, the new framework would align with the European Union’s evolving governance of the digital economy.

Youth Protection Priority

Poland’s proposed gambling law overhaul introduces strict measures for games featuring randomized rewards, mainly focused on shielding minors. The draft amendment establishes a “games for virtual goods” category and mandates licenses for any system offering paid, chance-based digital items.

Game developers would face new obligations, including age verification and compliance reporting. The text specifies “creators of games with loot box mechanics will need to obtain special permission and introduce age verification to ensure in-game purchases are compliant.”

Backed by Poland 2050 MPs, the legislation defines loot boxes purchased with real currency as gambling due to their unpredictable outcomes. The 18+ age restriction forms a cornerstone of the proposal, with proponents arguing it aligns with protective measures against gambling addiction. The measure is termed critical because young people make up a significant part of video game audiences.

Concerns Over Regulatory Gaps

Legal experts warn that Poland’s draft amendment risks inconsistent enforcement because of its broad definition of “games for virtual goods,” which lacks clear parameters for distinguishing gambling mechanics. Critics argue this vagueness could trigger disputes over classification, particularly for hybrid monetization models.

The legislation notably excludes third-party platforms that facilitate skin trading and case-opening services, systems often similar in structure to casinos, leaving a regulatory blind spot. Meanwhile, tensions emerge with Poland’s state gambling monopoly, raising questions on whether private game operators might access sectors traditionally controlled by government entities.

Licensing Framework

The draft legislation tasks the Ministry of Finance with developing license fees for loot box operators, emphasizing that “the regulation should define the fee for obtaining and maintaining a license, taking into account the supplementary nature of such activities in relation to the main game.” The rules would also regulate in-game currencies if they’re convertible to real-world value.

Lucas Michael Dunn is a prolific iGaming content writer with 8+ years of experience dissecting it all, from game and casino reviews to industry news, blogs, and guides. A psychology graduate and painter that transitioned into the iGaming world, his articles depend on proven data and tested insights to educate readers on the best gambling approaches. Beyond iGaming content craftsmanship, Lucas is an avid advocate for responsible play, focusing on empowering players to strike a balance between thrill and informed choices.