Lootboxes are paid reward mechanisms in videogames, comparable to gambling, which are inadequately addressed in legal and political discourse. Also marked as paid random content, they represent only one of many questionable practices in the videogame industry, which law has yet to face. That's why with this thesis, I will try to define the lootbox phenomenon, compare it to gambling definitions, through describing and applying the concept of social harm try to assess its harmfulness to the individual (and consequently to the society), and by reviewing existing and potential legal frameworks face the challeneges of lootbox legal regulation.
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