Austria’s Supreme Court Declares Loot Boxes Are Not Gambling

January 28, 2026
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Austria’s Stance on Loot Boxes and Gambling

Recently, Austria’s Supreme Court dismissed a case brought by a player seeking to recover losses from purchasing loot boxes, ruling that these digital items do not qualify as gambling under Austrian law. This comes shortly after Poland proposed classifying loot boxes as gambling, highlighting differing European perspectives on this issue.

The Ongoing Debate Over Loot Boxes

Loot boxes remain a highly debated topic within both the gaming and gambling communities. While some players enjoy the excitement they offer, others worry about their resemblance to gambling, especially regarding their influence on younger gamers.

Essentially, loot boxes are in-game purchases that grant players random rewards, ranging from cosmetic enhancements to gameplay advantages and new characters. Although popular as a revenue source for game developers, the random nature of loot boxes has raised concerns about fairness and potential negative effects.

Critics express concern that loot boxes may foster gambling behaviors in children, possibly leading to addiction later in life, as suggested by various research studies. Conversely, some argue that loot boxes differ significantly from traditional gambling since all boxes yield items, which have no real-world monetary value and cannot be traded or sold outside the game environment.

Despite the controversy, the Austrian court recently confirmed that, for now, loot boxes do not fall under the country’s gambling regulations.

Details of the Austrian Court Decision

The case involved a plaintiff who spent around 20,000 euros on loot boxes within a soccer-based video game over a four-year period. The player claimed these loot boxes represented illegal gambling and sought to reclaim their expenditures.

Under Austrian legislation, the court examined the entire game rather than isolating the loot boxes. It determined that the game’s success largely depended on player skill rather than chance, and that there was a reasonable expectation of winning without relying solely on random loot box outcomes.

Therefore, the court concluded that the plaintiff did not sufficiently demonstrate that the game or its loot boxes constituted gambling. Additionally, the ruling highlighted that the digital nature of the rewards and the inability to transfer or sell these items further distinguished loot boxes from conventional gambling.