this post was submitted on 12 Mar 2026
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Last month, the New York Attorney General (NYAG) brought a lawsuit against Valve accusing the company of promoting “illegal gambling” through its randomized in-game loot boxes. On Wednesday, Valve issued its first public comment on the case, comparing its digital loot boxes to randomized real-world purchases like blind-bagged toys or packs of trading cards.

“Generations have grown up opening baseball card packs and blind boxes and bags, and then trading and selling the items they receive,” Valve wrote. “On the physical side, popular products used in this way include baseball cards, Pokemon, Magic the Gathering, and Labubu.”

Though that may seem like an apt comparison on the surface, Valve’s loot boxes differ from these real-world examples in large part because of Valve’s control of the Steam Marketplace, which serves as the only legitimate way to exchange or resell those items. While owners of real-world items are free to trade or sell them however they want, Valve has cracked down on many third-party sites that enable the exchange of in-game items—especially when those items are used as glorified chips for gambling games.

Lawyers told Ars last month that Valve’s control of that marketplace—and its 15 percent commission on item resale—helps establish the inherent economic value of the randomized items it sells, both to players and to Valve itself. That could be a crucial legal element in a courtroom in turning a mere “random purchase” into legally defined “gambling.”

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[–] Kirk@startrek.website 23 points 20 hours ago (2 children)

Labubus are basically gambling for kids. I'm not sure they're sending the message they want to be, here.

[–] Pyr_Pressure@lemmy.ca 17 points 17 hours ago

I don't think they care if it's gambling or not.

They are trying to make the point that they shouldn't be targetted if other obvious known sources of illegal gambling are being actively ignored.

Either they need to go after everyone or no one. Since going after everyone is probably unlikely, targeting Valve for it would be unfair and may be dismissed.

[–] t3rmit3@beehaw.org 3 points 18 hours ago* (last edited 18 hours ago) (1 children)

WRT the US, the entire reason Labubus are not legally considered gambling is because there is no wager on the outcome of them. You pay the same amount each time (not wagering based on desired outcomes), and you always get something back. The question of whether a certain level of outcome-value randomization should instead be used as the litmus test for gambling is not one that has been asked or answered legally.

The specific state-by-state definitions of gambling in the US vary, of course, but generally it consists of a wager on a specific outcome of a contest or chance event, under an agreement to receive some value in exchange based on the result.

Changing to a definition where any payment + any random chance of loot = gambling, would open up a lot of very interesting possibilities, like potentially applying to any randomized loot in a video game (unless you start making specific carve-outs). It's important to remember that gambling's definition doesn't only apply to legal gambling, but also illegal gambling, so grey-market resales of game accounts would have to be factored into the consideration of anything in-game's value (i.e. you can't avoid "random loot in a game" being gambling in that case by saying the game can't be legally traded for the item value, because regardless, game accounts can be traded).

In more concrete terms, if I can buy Diablo 2 (pay fixed cost), get a really good item drop (random chance value outcome), and sell my Steam account to someone who wants that item (money in, money out), why would that be different than that same flow with a loot box?

[–] Powderhorn@beehaw.org 3 points 13 hours ago (1 children)

I've of course heard of Labubus, but do you not pick one to purchase? Like, are people literally paying without knowing what they'll get?

I can't imagine going to HEB and buying a random box that contains "some kind of food."

[–] t3rmit3@beehaw.org 2 points 12 hours ago

Yes, they're exactly that; plush doll random chance boxes. It's funny because gachapons have actually been in the US and Europe for 50+ years, but no one ever really thought of them like this because the toys inside never had real value.

Remember these outside of supermarkets?