LEGAL MEASURES TO REGULATE ONLINE IN-GAME PURCHASES OF LOOT BOXES: A COMPARATIVE STUDY
Main Article Content
Abstract
The aim of this study was to examine the gambling conditions of loot box in-game purchase system under the Gambling Act B.E. 2478 (1935) and to compare game control measures under the Film and Video Act B.E. 2551 (2008) with those of other nations. The study's findings are demonstrated as followed:
1) Although gambling is not specifically defined by Thai law, but gambling must be a gamble between players with the outcome of uncertain future events as the decisive decision. Therefore buying goods in a random game is not gambling, even though it is quite similar to gambling.
2) Since the loot box does not qualify as gambling and certain games sold by downloads are not legally classified as videos, Thailand's legal measures to control games and gambling are restricted. While foreign laws provides specific measures to control in-game contents such as authorizing game licenses, limiting the amount of in-game purchases or rating of appropriateness
3) In order to strike a balance between protecting Thai gamers and generating revenue from the gaming industry, Thailand should implement regulations for regulating the random purchase of games from outside, such as the application of a licensing system or age-appropriate classification.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
References
ปริชญา จันทร์บาลใจ. (2558). ปัญหาทางกฎหมายเกี่ยวกับพระราชบัญญัติการพนัน พุทธศักราช 2478. ใน วิทยานิพนธ์ มหาวิทยาลัยเกษมบัณฑิต. กรุงเทพมหานคร: มหาวิทยาลัยเกษมบัณฑิต.
ภัทราพร ประสาทแก้ว. (2562). แนวคิดและและหลักเกณฑ์การจัดประเภทการพนันตามพระราชบัญญัติการพนัน พุทธศักราช 2478. ใน วิทยานิพนธ์ จุฬาลงกรณ์มหาวิทยาลัย. กรุงเทพมหานคร: จุฬาลงกรณ์ มหาวิทยาลัย.
อาทิตย์ วงศ์ยฤทธิ์. (2553). มาตรการทางกฎหมายในการควบคุมและกำกับดูแลธุรกิจเกมคอมพิวเตอร์. ใน วิทยานิพนธ์ มหาวิทยาลัยธุรกิจบัณฑิต. กรุงเทพมหานคร: มหาวิทยาลัยธุรกิจบัณฑิต.
Alan Littler and Joris Crone. (2024). Gambling Laws and Regulations Netherlands 2025. Retrieved from ICLG: https://iclg.com/practice-areas/gambling-laws-and-regulations/netherlands
Brenna Hillier. (2012, May 18). Kompu gacha freemium systems banned in Japan. Retrieved from https://www.vg247.com/kompu-gacha-freemium-systems-banned-in-japan
Bundesministerium der Justiz. (2025). Jugendschutzgesetz (Youth Protection Act). Retrieved from Bundesministerium der Justiz: https://www.gesetze-im-internet.de/juschg/
General Corporate. (2023, September 22). An In-depth Explanation of Why 'Comp Gacha' is Illegal and its Relationship with the 'Japanese Prize Display Act'. Retrieved from Monolith Law Office: https://monolith.law/en/general-corporate/game-random-complete-illegal
Genshin Impact Gacha System – Wish Guide. (2020, December 31). GACHAZONE Gacha Game Guides. Retrieved from https://gachazone.com/genshin-impact-gacha-system-wish-guide/#google_vignette
Irina Rybin. (2022, December 14). In-Game-Käufe, Chats und Lootboxen: USK erweitert Prüfkriterien. Retrieved from USK: https://usk.de/usk-pressemitteilung-umsetzung-neues-jugendschutzgesetz/
Japanese Law Translation. (2017, July 10). Act against Unjustifiable Premiums and Misleading Representations. Retrieved from Japanese Law Translation: https://www.japaneselawtranslation.go.jp/en/laws/view/2303/en#je_at2
Leon Y. Xiao. (2023, December 5). Loot box State of Play 2023: A global update on regulation. Retrieved from Games Industry: https://www.gamesindustry.biz/loot-box-state-of-play-2023-a-global-update-on-regulation
Leon Y. Xiao, et al. (2024). Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey. Addictive Behaviors, Vol. 148.
Leon Y. Xiao. (January 2022). Loot Boxes: Gambling-Like Mechanics in Video Games. Encyclopedia of Computer Graphics and Games. doi:10.1007/978-3-319-08234-9_459-1
Overheid. (2025, March 10). Wet op de kansspelen (Gambling Act). Retrieved from Overheid: https://wetten.overheid.nl/BWBR0002469/2025-02-12
Owen S. Good. (2022, March 11). FIFA Ultimate Team cards aren’t gambling, Dutch court says. Retrieved from Polygon: https://www.polygon.com/22972744/fifa-ultimate-team-gambling-dutch-fine-overruled-electronic-arts
Rune Kristian Lundedal Nielsen and Paweł Grabarczyk. (2019). Are Loot Boxes Gambling? Random Reward Mechanisms in Video Games. In Transactions of the Digital Games Research Association, 4(3), 174. doi:10.26503/todigra.v4i3.104
The best packs in EA FC 25. (2024, December 10). EA Sports FC 25. Retrieved from https://www.teamgullit.com/ea-sports-fc-25/best-packs
Todd Kuhns. (2016, May 24). Mobile Game Content Standard (2016 Edition). Retrieved from AppInChina: https://appinchina.co/government-documents/mobile-game-content-standard-2016-edition/
Trinh Gia Huy. (2022). Gaming Developers - How They Maximize Revenue. Retrieved from VAASAN Ammattikorkeakoulut: https://www.theseus.fi/bitstream/handle/10024/784143/Thesis%20final% 20Trinh%20Huy.pdf?sequence=2
World Economic Forum. (2022). Gaming is booming and is expected to keep growing. Retrieved from This chart tells you all you need to know: https://www.weforum.org/stories/2022/07/gaming-pandemic-lockdowns-pwc-growth/
Yan Xingzhou. (2024, October 17). China's game industry seeing speedy growth momentum. Retrieved from China Daily: https://global.chinadaily.com.cn/a/202410/17/WS6710ab4aa310f1265a1c8218.html