Streaming, Gaming and Media Tech

In-Game Purchases and Loot Boxes Explained

An educational look at how game stores, virtual currencies and chance-based rewards such as loot boxes are designed, and how to keep spending under control.

On this page
  1. What counts as an in-game purchase
  2. Virtual currency
  3. What loot boxes are
  4. A little probability
  5. Why chance-based rewards are debated
  6. Keeping spending under control
  7. Children, refunds and scams

What counts as an in-game purchase

An in-game purchase is anything you pay for inside a game after you have installed or bought it. Items vary widely: cosmetic outfits, extra levels, time-savers, season passes, new characters or virtual currency that you spend inside the game’s own store.

Many games are free to download and rely on these purchases for income. Others charge up front and still sell extras. This article explains the design ideas for educational purposes; it is not a recommendation to spend or not to spend.

Virtual currency

Many games sell a special currency such as gems, coins or credits. You pay real money for a bundle, then spend that currency on items. Several design features are common:

  • Bundles that do not match prices. Currency often comes in packs that leave a small leftover, which can nudge a further purchase.
  • Distance from real money. Prices shown in virtual units can make it harder to keep track of what something costs in actual money.
  • Limited-time offers. Countdown timers and seasonal items create urgency.
  • Starter deals. Discounted first purchases are used to turn a free player into a paying one.

Knowing these patterns does not mean spending is wrong. It simply helps you recognise when a store is designed to prompt a quick decision.

What loot boxes are

A loot box, sometimes called a crate, pack or gacha pull, is a purchase or reward whose contents are decided by chance. You may know the possible items, but not which one you will get.

Typically, the items sit in tiers of rarity. Common items drop often; rare ones drop seldom. Some games publish the odds, and rules about disclosure differ by platform and region.

A little probability

Suppose a rare item has a 1% chance on each independent pull. That does not mean you are guaranteed to get it after 100 pulls. The chance of at least one success in 100 pulls is 1 minus 0.99 raised to the power of 100, which is roughly 63%. So after 100 pulls, more than a third of players would still be without the item, and some would need many more. Every pull is a fresh chance, and past misses do not make a win more likely next time.

The takeaway is that chance-based rewards are uncertain, and the cost of a particular item is unpredictable. Some games add “pity” systems that guarantee an item after a set number of tries, which limits the worst case but is still a design choice by the developer.

Why chance-based rewards are debated

Researchers, regulators and players have discussed whether paying for random rewards resembles gambling. Different countries have examined or restricted loot boxes in different ways, and the legal picture has been changing, so there is no single answer that applies everywhere. Platform rules and age ratings may also describe in-game purchases or random items, which is why it is worth reading them before buying a game for a child.

What most observers agree on is that unpredictable rewards can be compelling, and that people vary in how easily they can stop. Outcomes are uncertain, and nothing here is a way to improve your chances of a particular reward.

Keeping spending under control

Sensible habits include:

  • Set a budget before you open the store, and treat it as entertainment cost rather than an investment.
  • Turn off one-click purchasing or require a password or fingerprint for each purchase.
  • Use platform spending limits, and parental controls for children’s accounts.
  • Check whether stored cards are linked, and consider using virtual card numbers or prepaid gift cards instead.
  • Review monthly statements, because small purchases add up; the basics of online payments help explain where charges appear.
  • Check whether a pass is a one-off purchase or renews, since subscription billing can continue until you cancel.
  • Take a break before buying if you feel pressured by a countdown.

Children, refunds and scams

Children may not connect a tap with a charge. Family sharing settings can route approval to a parent, and a conversation with children about what is real money is useful, as discussed in resources on children and technology. Refund policies vary by platform, and are not guaranteed.

Be careful with third-party sites selling cheap currency or accounts. These are a common route for phishing scams and stolen cards, and they often break the game’s rules, which can lead to losing the account. Messages offering free currency in exchange for your login are a typical example of social engineering. Note too that items bought in a game are part of the licence arrangement described under digital ownership, so they may not remain available forever.

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