Loot boxes and skins · Deep dive · 23 min read
Loot boxes and skins: the full analysis for builders
Every loot box has chance built in. Whether it is gambling turns on the other two ends: what the player stakes and whether the item can be worth something outside the game. The statutes, the cases from Kater to the Robux ruling, New York’s suit against Valve, the platform terms on transfer and cash-out, the odds rules, and the structures publishers use.
A loot box sells a random draw. That settles one of gambling’s three elements before anyone reads a statute: chance is the product. Everything else in the law of loot boxes and skins happens at the two ends of the transaction. Going in, does the player stake something of value, or buy a thing at a posted price? Coming out, is the item a prize worth something, or a cosmetic that lives and dies inside one game? This deep dive follows the second question, where a virtual item becomes a thing of value, through the statutes, the case law since 2017, New York’s pending suit against Valve, the third-party sites that grew up around tradable items, the platforms’ own terms, and the disclosure rules that apply whatever the gambling answer. It ends with the structures publishers use and the condition each one carries.
The short version is a single line that recurs in almost every source below. Where an item cannot leave the game for money, courts in California, Illinois, Maryland and the Ninth Circuit have so far declined to treat it as a prize, with one exception for items that buy more play under Washington-style statutes. Where an item, or the currency that buys it, has a route to cash, the analysis changes. New York has now asked a court to apply that line to skins that trade on a platform market.
The map at a glance
| Authority | Item | Holding or position | Why | Status as read |
|---|---|---|---|---|
| Ninth Circuit, Kater v. Churchill Downs (2018) | Social-casino chips | A “thing of value” under Washington law | The chips extend the privilege of playing; resale barred by the terms does not count | Reversed and remanded |
| Fourth Circuit, Mason v. Machine Zone (2017) | Virtual gold and chips in a mobile game | No money lost under Maryland’s loss-recovery statute | Chips not redeemable for money; the operator kept the purchase price whatever the spin | Dismissal affirmed |
| N.D. Cal., Coffee v. Google (2022) | Loot boxes in Play Store games | Not illegal slot machines under California law | No real-world value; store terms bar sale or transfer | Dismissed |
| Ninth Circuit, Mai v. Supercell (2024, unpublished) | Loot boxes in mobile games | No standing; the value question not reached | Buyers received what they expected | Vacated; dismissal without prejudice |
| N.D. Cal., De Ridder v. Roblox (Dec. 2025) | Robux wagered on a third-party site | Robux are things of value under California law | Like arcade tokens, usable across games, with a cash exit for developers | Motion to dismiss denied; case in discovery |
| New York Attorney General, People v. Valve (2026) | Counter-Strike 2, Dota 2 and Team Fortress 2 cases | Alleges gambling under the constitution and Penal Law | Keys are paid; skins resell on Steam and through outside sites | Allegations; motion to dismiss pending; no decision |
| FTC, CSGO Lotto (2017) | Skins used as betting currency on an outside site | Settlement over undisclosed endorsements | The FTC’s theory was deceptive advertising, not gambling | Settled |
| UK Gambling Commission, FutGalaxy (2017) | FIFA coins used to gamble on an outside site | Guilty pleas under the Gambling Act 2005 | Coins sold for real money on a secondary market | Concluded |
| UK government (2022) | Loot boxes generally | No change to the Gambling Act | Cash-out is the distinction; industry-led protections instead | Policy |
| Australia (from Sept. 22, 2024) | Paid loot boxes | Minimum M classification | Classification, not gambling law | In force |
Part 1. The statutory test: value at both ends
New York’s Penal Law is a clear example of the common structure. It defines gambling by value on both sides of the bet, then defines value in four clauses. Read the last clause closely, because it decides more cases than any other:
"Gambling." A person engages in gambling when he stakes or risks something of value upon the outcome of a contest of chance or a future contingent event not under his control or influence, upon an agreement or understanding that he will receive something of value in the event of a certain outcome. … "Something of value" means any money or property, any token, object or article exchangeable for money or property, or any form of credit or promise directly or indirectly contemplating transfer of money or property or of any interest therein, or involving extension of a service, entertainment or a privilege of playing at a game or scheme without charge.
Three ways in: the item is property, it is exchangeable for money or property, or it buys more play. A skin that buys no play has to qualify under one of the first two.
Washington’s definition, Wash. Rev. Code § 9.46.0285, is nearly word for word the same, and that matters because the leading federal appellate case applied it. A builder can treat the four clauses as four separate questions about any virtual item: is it money or property; can it be exchanged for money or property; is it a credit contemplating a transfer of money; and does it extend play without charge.
Outside the United States, the UK government reached the same dividing line from the policy side. In its 2022 response to a call for evidence, it decided not to bring loot boxes within the Gambling Act 2005, and said why:
While many loot boxes share some similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take action where the trading of items obtained from loot boxes does amount to unlicensed gambling, and it will continue to take robust enforcement action where needed.
The same response committed the government to industry-led protections, including probability disclosures and parental controls, and said legislative options remain under review.
Part 2. The cases: five ways the value question has been answered
Extra play is value (Washington)
Kater v. Churchill Downs is the decision that makes a closed economy an incomplete answer. Big Fish Casino sold virtual chips that, under its terms, were not exchangeable for cash. The Ninth Circuit held them to be a thing of value anyway, under the extra-play clause, and in the same opinion rejected the argument that a black-market resale made them valuable:
They are a credit that allows a user to place another wager or re-spin a slot machine. … In sum, these virtual chips extend the privilege of playing Big Fish Casino. … However, Big Fish Casino’s Terms of Use prohibit the transfer or sale of virtual chips. As a result, the sale of virtual chips for cash on a secondary market violates the Terms of Use. The virtual chips cannot constitute a “thing of value” based on this prohibited use.
Two rules from one case. A prize that buys more play is value in Washington. A resale the operator’s terms forbid does not create value.
No money in, no money out (Maryland)
A year earlier the Fourth Circuit took a narrower statute and reached the opposite result on similar facts. Game of War sold virtual gold; players converted it to chips and spun a virtual wheel for in-game resources. Maryland’s loss-recovery statute lets a person who “loses money” at a gaming device recover it. The court held nobody had:
Indeed, Machine Zone retained the money that Mason paid to obtain virtual gold regardless of the outcome of Mason’s spin of the virtual wheel. … The statutory term “money,” as employed in the Loss Recovery Statute, is unambiguous and does not encompass virtual resources available and used only within Game of War.
The operator’s revenue did not depend on the outcome, and the prize never left the game. Both facts recur in Valve’s defense.
No real-world value, and terms that bar resale (California)
The California loot-box cases turned on real-world value. In Coffee v. Google, the court collected the decisions and dismissed claims that loot boxes in Play Store games were illegal slot machines:
these items are not prizes that can be cashed out for real-world money to be spent elsewhere – i.e., ‘things of value.’ … “Added enjoyment simply does not have measurable worth, and it cannot be a ‘thing of value’ under [California Penal Code] section 330b(d).” … The Ninth Circuit has held that a virtual item cannot constitute a thing of value where its sale would violate applicable terms of use.
The middle passage is Coffee quoting Soto v. Sky Union (N.D. Ill. 2016). Subjective enjoyment is not enough; a route to money is what the court looked for, and the terms closed it.
The buyer got what was promised (standing)
Private suits face a threshold before the value question. In Mai v. Supercell, an unpublished Ninth Circuit memorandum that is not precedent, the court vacated a judgment for the publisher on jurisdictional grounds because the buyers had not alleged an economic injury:
Purchasers know that there is no guarantee that a loot box will contain a particular virtual item, but always receive at least one virtual item. … They concede that for each loot box they purchased, they received exactly what they expected: at least one mystery virtual item.
Standing, not the merits. A public enforcer suing under its own statute does not need a buyer’s economic injury, which is one reason New York’s case differs from the private class actions.
A currency with an exit (California, 2025)
The newest decision marks where the line sits. In De Ridder v. Roblox, children alleged they lost Robux on RBLXWild, a third-party site outside Roblox that hosted coin flips, blackjack and plinko. The site’s creator moved to dismiss on the ground that Robux cannot be converted to cash by players. The court denied the motion, and in doing so distinguished loot boxes:
Robux must be considered things of value because they are akin to arcade tokens. … Indeed, as alleged in the complaint, RBLXWild and other third-party casinos were participants in that program and thus were able to trade in the Robux they won from the plaintiffs. … But loot boxes are straightforwardly distinguishable from Robux because they contain items that can be used only within a game to enhance the experience of playing that game. They do not enable a player to play other games or even to extend gameplay within the same game.
“That program” is Roblox’s Developer Exchange, which lets participating creators cash out Robux. The court closed by urging California’s Legislature to modernize the phrase “thing of value” and courts to read it narrowly until then.
Two features carried the result: Robux work across many games, and a route exists from Robux to cash. The ruling addresses the site operator’s motion. Roblox is a separate defendant; in 2024 the court dismissed some claims against it and let others proceed, and the CourtListener copy of the docket shows the case in discovery in September 2026, with no ruling on Roblox’s liability.
| Feature of the item | Treated as value? | Authority |
|---|---|---|
| Buys more play in the same game | Yes, under Washington’s extra-play clause | Kater (9th Cir. 2018) |
| Usable only in one game, no route to money, resale barred by terms | No | Coffee (N.D. Cal. 2022); Mason (4th Cir. 2017) |
| Resold on a black market in breach of the terms | The resale does not count | Kater n.2; Coffee |
| General-purpose currency usable across games, with a sanctioned cash exit | Yes | De Ridder (N.D. Cal. 2025) |
| Tradable on the platform’s own market for wallet funds; sold for cash elsewhere | Undecided; pending in New York | People v. Valve |
Part 3. Skins: transfer, cash-out and the terms
Counter-Strike 2 skins sit between the cases above. They are cosmetic and buy no play, which keeps them out of Kater’s holding. But they can be traded and sold on the Steam Community Market, which takes them outside Coffee’s facts. Start with Valve’s own terms, which draw the line at Steam’s edge:
Steam Wallet funds have no cash value and are not exchangeable for cash. … You also understand and acknowledge that Subscriptions acquired in any Subscription Marketplace are license rights, that you have no ownership interest in such Subscriptions, and that Valve does not recognize any transfers of Subscriptions (including transfers by operation of law) that are made outside of Steam.
Valve set out its position on outside sites ten years ago, when skin-betting sites first drew attention. Its July 2016 post explained how those sites worked and said they were not permitted:
We’d like to clarify that we have no business relationships with any of these sites. We have never received any revenue from them. And Steam does not have a system for turning in-game items into real world currency. … Using the OpenID API and making the same web calls as Steam users to run a gambling business is not allowed by our API nor our user agreements. We are going to start sending notices to these sites requesting they cease operations through Steam, and further pursue the matter as necessary.
New York’s complaint accepts that the Subscriber Agreement bars off-platform sales, and alleges that the terms and the practice diverge. This is the point on which the Kater footnote turns, because the footnote assumed the operator’s bar on resale was the operative fact:
In responding to inquiries regarding whether its loot boxes violate gambling laws, Valve has consistently maintained that its Steam Subscriber Agreement (“SSA”) prohibits the sale of skins off platform, and that it actively acts against trading sites that allow users to sell Steam virtual items for real money. … While Valve has sporadically enforced its SSA against skins gambling sites, Valve has not acted against sites that permit the sale of Valve’s virtual items.
These are allegations. The complaint also describes an investigator converting a skin to $180 by selling it on the Community Market, buying a Steam Deck with the wallet funds, and selling the Steam Deck for cash.
Valve’s motion to dismiss answers with the cases in Part 2, and adds that the outside transactions are other people’s conduct:
NYAG does not allege that Valve receives direct financial benefits from these third-party transactions. … Courts have appropriately held, under gambling statutes substantially similar to New York’s, that virtual items are not things of value where third-party markets violate the terms of use.
Valve’s public statement to New York customers describes what it does in practice against gambling sites, and defends transferability as a feature players value:
Valve does not cooperate with gambling sites. To date we've locked over one million Steam accounts that were being misused by third parties in connection with gambling, fraud, and theft. We’ve also shipped features (like trade reversal and trade cooldown) to discourage gambling sites’ ability to operate and protect Steam users from fraud. … We think the transferability of a digital game item is good for consumers—it gives a user the ability to sell or trade an old or unwanted item for something else, in the same way an owner can sell or trade a tangible item like a Pokemon or baseball card.
One skin’s public market page: a price history and listings from other players.
The status, from the court’s docket on September 28, 2026: Valve’s motion to dismiss the amended complaint has been fully briefed since July 27, 2026; on September 22 the court entered an order adjourning oral argument on it. No decision has issued, and none of the allegations has been decided.
The New York case puts three questions that the earlier decisions did not reach. First, whether wallet funds that buy hardware are “property” or an “object or article exchangeable for money or property” when the terms say they have no cash value. Second, whether terms that bar off-platform sales still carry the weight Kater gave them when the complaint alleges they are not enforced against marketplaces. Third, whether a key sold at a fixed price for a guaranteed item is a stake at all, which Valve contests on the authority of New York cases on fixed-price contests.
Part 4. The sites built around tradable items
Where an item or currency has a market value, outside operators have built gambling on top of it. The authorities that have acted against those sites acted against the sites. The FTC’s 2017 action is the U.S. example, and it proceeded on advertising law rather than gambling law:
The game uses collectible virtual items called “skins” that can be used to cover weapons in distinctive patterns. Skins can be bought, sold, and traded for real money. CSGO Lotto enabled consumers to gamble, using skins as virtual currency.
The FTC’s charges were that the site’s owners endorsed it without disclosing that they owned it. The order requires disclosure of material connections.
In Britain, the Gambling Commission prosecuted the operators of a site that took FIFA Ultimate Team coins as stakes. Its release describes the route to cash that made the coins a stake:
FutGalaxy.com, which has no official association with the FIFA series of games or EA Sports, allowed customers to buy virtual currency called FUT coins. Customers could then use those FUT coins to gamble. They could convert these into FIFA coins, which could in turn be sold for real money on an unauthorised secondary market
The company’s two directors entered guilty pleas to offences under the Gambling Act 2005.
De Ridder, in Part 2, is a U.S. court decision on the same pattern, holding that the currency wagered on such a site was a thing of value. Across all three, the item’s market value came from somewhere other than the site: a platform market, an unauthorised secondary market, or a developer cash-out program. That is why platform terms on transfer and conversion are the first line of the analysis.
What the platforms’ terms say about transfer and cash-out
Publishers that run closed economies write the closure into the terms, and several go past cash to cover goods and trading. Electronic Arts, whose FIFA coins figured in the FutGalaxy case, bars both the conversion and the trade:
EA Virtual Currency has no monetary value and has no value outside of our products and services. EA Virtual Currency cannot be sold, traded, transferred, or exchanged for cash; it only may be redeemed for Entitlements available for the EA Service. … Do not promote or be involved in account or in-game currency buying, selling, distributing or farming.
Epic Games’ terms, updated September 10, 2026 and covering Fortnite’s V-Bucks, extend the bar to goods, which speaks directly to the route New York’s complaint describes through hardware:
CREDITS ARE NOT THE SAME AS CASH, GIFT CARDS, OR BANK ACCOUNTS AND CANNOT BE EXCHANGED FOR REAL CURRENCY OR OTHER ITEMS OUTSIDE THE EPIC ECOSYSTEM. … You are prohibited from converting Credits or other In-Game Content into a unit of value outside of the Licensed Product where it was acquired, such as actual currency or actual goods.
Roblox’s terms show the other design: a closed currency for players and a sanctioned exit for creators. De Ridder turned on that exit:
Robux are not a substitute for real currency, do not earn interest, and have no equivalent value in real currency. Except as otherwise outlined in the DevEx Terms with respect to Creators who have applied and been accepted to the DevEx Program, Robux cannot be redeemed for any real currency, and Roblox is not obligated to exchange a User’s Robux for anything else of value.
For players, a closed loop. For accepted creators, a route to cash. The court read the second fact as part of what made Robux a thing of value on a third-party casino that participated in the program.
Roblox’s public Terms of Use, scrolled to the Robux section: Robux “are not a substitute for real currency” and have no equivalent value in it, with the exception for creators accepted to the DevEx Program, followed by the limited licence to use Robux and the ways Robux are acquired.
Part 5. The disclosure and sales rules that apply either way
The gambling question is unsettled for tradable items and settled for few others. The sales rules are more uniform, and every structure below has to meet them. The app stores are the widest. Apple’s rule applies to every app it distributes:
Apps offering “loot boxes” or other mechanisms that provide randomized virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase.
Google Play requires the same disclosure “in advance of, and in close and timely proximity to” the purchase.
Genshin Impact’s App Store listing, which states that the game includes “optional in-game purchases, including random virtual items.”
Roblox’s creator policy goes further than the stores in two directions. It reaches indirect purchases and odds-changing items, and it builds a per-user switch into the platform so a game can change its offer where regulations require:
This policy also applies to indirect purchases. For example, if a user uses their Robux to purchase keys to open boxes, re-roll tokens, or spin tickets, you must disclose the odds of their potential award before they spend the in-game currency on the random outcome. … When ArePaidRandomItemsRestricted is true, the user cannot interact with paid random item generators, either through Robux directly or game currency bought with Robux. … Offering the specific outcomes for direct, guaranteed purchase (priced based on the expected value of the outcome) … When IsPaidItemTradingAllowed is true, the user can trade virtual items that they purchased with game currency or Robux.
The policy lists the treatments a game must apply to restricted users: an unpaid path, a disclosed fixed order of outcomes, direct purchase, removal, or blocking. Trading of paid items is a separate switch.
EA publishes how its Ultimate Team figures are computed, which answers a question the store rules leave open: what a displayed probability means.
The percentages that you see are the minimum probability of getting one or more items in the ratings range and category listed. … Pack probabilities are calculated by simulating the opening of a very large number of packs for each pack type in the Store. … That means that each pack opening is an independent event; opening multiple packs does not change the likelihood of being awarded an item from a specific category.
The FTC’s 2025 settlement with the maker of Genshin Impact, covered in the enforcement brief, is the federal statement of the sales rules. It proceeded on children’s privacy, deception and unfairness, not gambling. The FTC’s release describes the currency structure its complaint challenged:
Players must exchange real dollars for bundles of virtual currency that then have to be re-exchanged multiple times to open loot boxes, with exchange rates in unusual denominations. This complicated system, according to the complaint, misleads consumers about the amount of money that players spend on loot boxes on an ongoing basis, and the amount of money that players would likely need to spend to obtain certain prizes.
The settlement order requires parental consent for buyers under 16, a direct real-money purchase option, and disclosure of odds and exchange rates.
Australia took a third route, through content classification. Since September 22, 2024, a paid loot box sets a floor on a game’s rating:
M (Mature – not recommended for children under 15) for computer games containing in-games purchases linked to elements of chance, including paid loot boxes (these are mystery items players can use real money to buy, without knowing what item they will get) R 18+ (Restricted to adults 18 years and over) for computer games containing simulated gambling.
The trigger is payment plus chance, not cash-out: the release describes paid loot boxes as mystery items bought with real money.
Part 6. The structures, and the condition each carries
The sources above give a builder a set of design choices. None is free, and each settles one element while leaving something else open. The table sets them against the authorities; the paragraphs after it state the condition that makes each one work.
| Structure | Element it addresses | Example from the operator’s own documents | Condition | What stays open |
|---|---|---|---|---|
| Direct sale of named items | Chance: the buyer knows what arrives | Roblox’s direct-purchase treatment, priced at expected value | No random element in the paid step | The surprise mechanic is gone |
| Earned-only boxes | Consideration: nothing is paid for the draw | Roblox’s unpaid, earnable path | No paid currency spent on the draw, directly or indirectly | Boxes bundled into a paid pass |
| Disclosed fixed order of outcomes | Chance: outcomes known before purchase | Roblox’s pre-determined order treatment | Order disclosed before purchase | Engagement value of randomness |
| Closed economy | Prize: no real-world value | EA, Epic and Roblox terms for players | Terms bar sale, transfer and conversion, and the product has no transfer path an outside market can use | Washington’s extra-play clause if the box yields play |
| Cosmetic-only contents | Prize under the extra-play clause | Valve: skins “do not affect game play” (its memorandum) | No currency, boxes or play inside the box | Resale value if items trade |
| Platform-only trading, wallet proceeds | Prize: proceeds stay on the platform | Steam Subscriber Agreement | Terms bar off-platform transfers and are enforced | Pending in People v. Valve |
| Per-user restriction switches | Local law differences | Roblox ArePaidRandomItemsRestricted and IsPaidItemTradingAllowed | The platform knows the user’s jurisdiction | Accuracy of location and age signals |
| Odds disclosure | Store and FTC disclosure rules | Apple 3.1.1; Google Play; EA probabilities page | Before purchase, per item type, including indirect currency | Does not change the gambling analysis |
| Direct dollar pricing and parental consent | FTC sales rules | Genshin Impact order (FTC release) | Real-money option; consent under 16 | Scope beyond the order’s parties |
The closed economy is the structure most of the case law supports, and its condition is consistency. Kater and Coffee both relied on terms that barred resale; New York’s complaint targets the gap it alleges between Valve’s terms and Valve’s practice. A publisher choosing this structure writes the bar into the terms, keeps gifting and transfer tools out of the product or rate-limits them, and acts on the terms against outside marketplaces as well as betting sites.
The extra-play clause is the limit on the closed economy. Under Washington’s definition, and New York’s, a box that yields currency, more boxes or more spins is a box that yields value, whatever the terms say about resale. Keeping box contents cosmetic, as Valve does, takes that clause off the table. Keeping them tradable brings the exchange clause back into play, which is the question New York has put to its court.
A general-purpose currency is a separate risk from the box. De Ridder held that Robux are things of value because they work across games and, for some holders, convert to cash. A platform that runs a creator cash-out program has a sanctioned exit by design. The practical consequence is on the platform’s side of the ledger: the more fungible and cashable the currency, the more attractive it is to outside sites as a stake, and the more the platform’s own controls over transfer and cash-out matter.
Disclosure does not decide the gambling question, but it is the one requirement every structure shares. Apple and Google require odds before purchase; Roblox requires them for indirect purchases and odds boosters; the FTC order adds exchange rates and a direct dollar price. A published method, as EA’s page provides, answers what the numbers mean.
The published method in practice: EA’s public page on Ultimate Team probabilities, scrolling from the introduction to an example table of minimum probabilities for a Large Gold Pack and the notes on how the figures are calculated.
What a builder does with this
- Classify every paid random mechanic, including indirect ones: keys, re-roll tokens, spin tickets and odds boosters bought with paid currency are all paid random items under Roblox’s policy and the store rules.
- Decide the item’s exit before launch. Write it into the terms, in the manner of EA, Epic and Roblox: no sale, transfer or conversion to currency or goods, or a defined platform market with wallet-only proceeds.
- Make the product match the terms. Kater and Coffee accepted the terms because nothing alleged contradicted them; New York’s complaint is built on an alleged contradiction.
- Check what comes out of the box against the extra-play clause. Currency, boxes and spins are value in Washington and under New York’s definition; cosmetics are not play.
- Treat a platform currency with a cash-out program as a thing of value in the hands of outside operators, and design transfer controls with De Ridder in mind.
- Act against outside betting and cash-out sites under the API and user terms, as Valve described doing in 2016 and 2026, and record it.
- Disclose odds before purchase, per item type, with a stated method; show dollar prices beside virtual currency; gate purchases by under-16s behind parental consent where the FTC order’s terms are the benchmark.
- Build per-jurisdiction switches for paid random items and trading, and plan the rating consequences in markets such as Australia.
- Follow People v. Valve. A ruling on the motion to dismiss will be the first decision on whether a tradable cosmetic item is “something of value” under New York law.
The law on loot boxes has moved slowly and in one direction: the closer an item comes to money, the more it is treated like money. Builders who decide where their items stop, and hold that line in the product as well as the terms, are working within every decision read for this piece.
Citation appendix
| Authority | Citation | Used for | Status as read (Sept. 28, 2026) |
|---|---|---|---|
| New York statute | N.Y. Penal Law § 225.00(2), (6) | Definition of gambling and “something of value” | In force |
| Washington statute | Wash. Rev. Code § 9.46.0285 | Definition of “thing of value” | In force |
| UK government | DCMS, Government response to the call for evidence on loot boxes (July 2022), ¶ 35 | Cash-out as the distinction | Policy statement |
| Ninth Circuit | Kater v. Churchill Downs Inc., No. 16-35010 (9th Cir. Mar. 28, 2018) | Extra play is value; prohibited resale is not | Published opinion |
| Fourth Circuit | Mason v. Machine Zone, Inc., No. 15-2469 (4th Cir. Mar. 17, 2017) | No money lost in a virtual casino | Published opinion |
| N.D. Cal. | Coffee v. Google LLC, No. 20-cv-03901-BLF (N.D. Cal. Jan. 10, 2022), ECF 82 | Loot boxes not things of value under California law | Trial-court order; later history not stated |
| Ninth Circuit | Mai v. Supercell Oy, No. 23-15144 (9th Cir. May 9, 2024) | Standing; buyers got what they expected | Unpublished; not precedent |
| N.D. Cal. | De Ridder v. Roblox Corp., No. 23-cv-04146-VC (N.D. Cal. Dec. 10, 2025), Dkt. 315 | Robux are things of value; loot boxes distinguished | Case in discovery; no merits ruling on Roblox |
| New York Attorney General | People v. Valve Corp., Index No. 450952/2026 (Sup. Ct. N.Y. County) | Allegations on skins and outside marketplaces | Motion to dismiss pending; argument adjourned Sept. 22, 2026; no decision |
| FTC | CSGO Lotto settlement (Sept. 7, 2017) | Skins as betting currency on an outside site | Settled |
| UK Gambling Commission | FutGalaxy prosecution (Feb. 2017) | Coins with a secondary-market cash value used as stakes | Guilty pleas |
| FTC and DOJ | United States v. Cognosphere (C.D. Cal.), FTC release Jan. 17, 2025 | Sales rules: odds, exchange rates, parental consent | Settlement announced |
| Australia | Australian Classification release (Sept. 18, 2024) | Paid loot boxes set a minimum M rating | In force from Sept. 22, 2024 |
| Valve | Steam Subscriber Agreement §§ 3.C–3.D; July 13, 2016 post; Mar. 11, 2026 statement; May 18, 2026 memorandum | Operator terms and positions | Current versions as dated |
| EA, Epic, Roblox, Apple, Google | Terms and policies as dated in Sources | Transfer, cash-out and odds rules | Current versions as dated |