What countries are banning gacha games?

Which Countries are Banning Gacha Games? A Comprehensive Guide

The landscape of gacha games and their monetization methods is becoming increasingly complex, with various countries taking different approaches to regulation. While a complete, outright ban on gacha games is not yet widespread, several nations have implemented significant restrictions and outright bans on specific aspects of their mechanics, particularly concerning loot boxes and microtransactions. This article aims to clarify which countries are taking action against these games and why.

Currently, no country has a blanket ban on all gacha games. However, countries like Belgium and the Netherlands have been at the forefront of strict regulation, effectively banning gacha mechanics that are deemed to be gambling. Specifically, they’ve outlawed gacha systems that utilize loot boxes and microtransactions, especially when these systems are not clearly communicated or are marketed toward minors. Other countries, such as Japan, have a complex history with gacha, having outlawed specific systems like “kompu gacha” (complete gacha) but not all gacha mechanics. The regulatory space is constantly evolving, and while these countries have made significant moves, they haven’t banned all games using the monetization model.

Countries with Strictest Gacha Regulations

Belgium: Loot Box Ban as Gambling

Belgium stands out as one of the most stringent regulators of gacha games in Europe. In 2018, the Belgian Gaming Commission declared that loot boxes constitute illegal gambling due to their random reward mechanics and the potential for addiction. This ruling led to a de facto ban on games like Star Wars Battlefront II, FIFA 18, Overwatch, and Counter-Strike: Global Offensive, which featured loot box systems at the time. As a result, many popular titles, like Genshin Impact, are essentially banned in Belgium because the gacha mechanic is considered a loot box. The Belgian approach has made it clear that games cannot bypass gambling laws by simply labeling them as “microtransactions”.

The Netherlands: Similar Stance on Loot Boxes

Following Belgium’s lead, the Netherlands also banned loot boxes in 2018, citing violations of gambling laws. The Dutch Gaming Authority prohibits offering games of chance without a permit. This has resulted in the removal or restructuring of games that rely on loot box mechanics within the country. Like Belgium, they focus on the random reward mechanism that creates a sense of uncertainty and addiction that they consider the same as gambling.

China: Focusing on Game Time and Content

China’s approach to regulating video games is comprehensive and nuanced. They haven’t banned gacha games entirely, but they’ve taken severe steps to control how they are played, especially by young people. Most notably, they implemented a rule in 2021 that limited under-18s to playing video games for only three hours per week. While this isn’t a ban on gacha itself, it significantly restricts the time young people can engage with these games. Furthermore, China has strict censorship rules, affecting content such as in-game chat, with many terms related to sensitive topics like Taiwan, Hong Kong, and certain political views being censored. Additionally, China has seen the removal of some games, such as Fortnite and other titles, that are deemed a waste of time, and a bad influence on young kids, though this isn’t targeted specifically at gacha.

Japan: The Origin of Gacha Regulation

Japan, despite being the birthplace of gacha games, also has a history of regulating them. In 2012, Japan’s Consumer Affairs Agency outlawed “complete gacha” (kompu gacha), a particularly exploitative form of gacha where players need to collect a series of specific items to win a grand prize. This made it almost impossible for players to know how much they needed to spend in order to win. While “kompu gacha” is outlawed, other forms of gacha remain prevalent in the country. So, although not a ban on the gacha format itself, Japan’s regulations highlight their concern for fairness and prevention of abusive practices.

Other Countries: A Growing Awareness

While Belgium, the Netherlands, China, and Japan are leading the way, other countries are increasingly scrutinizing gacha and loot box mechanics. There is a growing global debate about the ethics and potential harms of these systems, especially when they target vulnerable groups like children. While many countries haven’t introduced strict bans, this could change as awareness grows and more research emerges. For example, while the UK has chosen self-regulation, the dialogue around loot box regulation continues and is a hot topic of conversation across the world.

Frequently Asked Questions (FAQs)

1. What is a “kompu gacha”?

Kompu gacha” or “complete gacha” is a gacha monetization model where players need to collect a specific set of items to claim a grand prize. It was outlawed in Japan in 2012 due to the exploitative nature.

2. What are the main concerns about gacha games?

The main concerns include their addictive nature, potential for unregulated spending, targeting of minors, and that the mechanics often resemble gambling without having the necessary permits.

3. Are loot boxes considered gambling in the US?

Currently, loot boxes remain in a legal grey area in the United States. Courts in various jurisdictions have interpreted them differently, and there’s no national-level regulation currently in place.

4. Are gacha games illegal for minors?

While there’s no blanket ban, many platforms and games have age ratings. Some regulations also limit children’s ability to play these games or make purchases. They’re often marketed as “free,” but can lead to uncontrolled spending.

5. What is the age rating for “Gacha Life” and “Gacha Club”?

Gacha Life is rated 9+ on the Apple App Store and “Everyone” on Google Play. The Gacha Life privacy policy states “our service is not directed to children under the age of 13”. Gacha Club is also considered generally safe for kids, but features in-app purchases.

6. Is it illegal to nerf gacha characters in Japan?

No, there are no laws in Japan that prohibit developers from nerfing characters after their release.

7. Are all microtransactions banned in Belgium and the Netherlands?

No, only microtransactions linked to loot box and gambling mechanics are banned in these countries. Not all microtransactions are created equal.

8. Why did Belgium and the Netherlands ban loot boxes?

They determined that loot boxes, due to their random reward mechanics and potential for addiction, violate gambling laws.

9. Is Genshin Impact banned in Europe?

Genshin Impact is de facto banned in Belgium due to the loot box ban, but is not banned in most of Europe.

10. What does China censor in game chats?

China censors various terms in game chats including, but not limited to, Taiwan, Hong Kong, Falun Gong, and even names of political figures like Putin.

11. Why did China ban gaming for more than three hours for minors?

China introduced this rule to combat video game addiction among children and adolescents.

12. Is there a legal distinction between gambling and gacha?

While gacha games often have mechanics that closely resemble gambling, a key legal distinction is the presence of monetary value in the prizes. As prizes in Gacha usually don’t have an actual value, they are generally not seen as actual gambling, but many countries still view these mechanics as predatory and gambling-like.

13. What is the “2-hour rule” in China?

This rule applies to older children between the ages of 16 and 17, they are allowed a maximum of two hours of smartphone use per day.

14. What are the implications of loot box bans for game developers?

Game developers have had to adapt their monetization strategies, some removing loot box systems in certain regions, others redesigning games entirely.

15. Is there a future where gacha games are completely banned?

While a complete ban is not currently widespread, the future of gacha games heavily depends on global regulation, ethical concerns, and the ability of the gaming industry to self-regulate these mechanics. It’s a space that is very likely to continue to evolve and be a topic of discussion and potential legal changes.

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