A significant shift is on the horizon for gaming enthusiasts across Europe, as the Pan-European Game Information (PEGI) body announces that games featuring loot boxes will soon be assigned a minimum age rating of 16. This updated guideline, set to take effect in June, aims to provide clearer insights for parents and players alike concerning the potential risks associated with in-game purchases. As the gaming landscape continues to evolve, the implications of these changes are poised to resonate throughout the industry.
Loot Boxes: A Controversial Gaming Feature
For those unfamiliar, loot boxes are virtual containers that players can purchase, offering randomised rewards, often with real or virtual currency. While they can add excitement and unpredictability to gaming experiences, recent studies have raised alarms about their similarity to gambling, particularly among younger audiences. The PEGI’s decision to impose a stricter rating reflects growing concerns over these mechanics and their impact on players.
According to the new PEGI guidelines, any game that incorporates “paid random items” will automatically receive a PEGI 16 rating. In more severe cases, particularly those deemed to carry higher risks, the rating may escalate to PEGI 18. Dirk Bosmans, PEGI’s director, expressed confidence that these updates would deliver “more useful and transparent advice” for consumers, especially parents navigating the gaming realm for their children.
Industry Reactions and Calls for Action
The response from gaming advocacy groups has been largely positive, with Emily Tofield, CEO of the Young Gamers and Gamblers Education Trust (Ygam), describing the changes as a “step in the right direction.” However, Tofield also highlighted a crucial oversight: existing titles that utilise loot boxes will not receive retrospective ratings. She argued that failing to apply these rules to current games undermines the initiative’s intent to shield young players already engaging with these systems.

While the PEGI system, which spans 38 countries, is instrumental in helping consumers make informed choices, the absence of UK legislation explicitly governing loot boxes remains a concern. The UK government opted not to revise the Gambling Act 2005 in 2022, citing a lack of conclusive evidence linking loot boxes to gambling-related harms. Nevertheless, industry guidelines from Ukie in 2023 have mandated that game developers restrict access to loot boxes for players under 18 without parental consent.
Broader Changes in Gaming Ratings
The new PEGI framework does not stop at loot boxes. It introduces a series of adjustments that reflect the evolving nature of gaming mechanics. For instance, games featuring time-limited systems, such as paid battle passes, will now be rated PEGI 12. Additionally, games incorporating non-fungible tokens (NFTs) will be classified as PEGI 18. This is pertinent given the increasing prevalence of such features in contemporary games.
Fortnite, a titan in the gaming world, is already rated PEGI 12 due to its diverse range of purchasable passes. Furthermore, games that implement “play-by-appointment” mechanics—encouraging players to return daily to complete quests—will receive a PEGI 7 rating. However, if these mechanics penalise players for not engaging regularly, the rating will increase to PEGI 12.
The Parental Role in Gaming Decisions
Despite the positive strides made with these new ratings, freelance video games journalist Vic Hood cautions that their effectiveness hinges on parental engagement. She emphasised that it falls upon parents to educate themselves about these changes and assess the suitability of games—and their loot box mechanics—for their children. Without this awareness, the ratings may not have the desired impact in safeguarding young players.

Why it Matters
The introduction of a 16+ rating for games featuring loot boxes marks a pivotal moment in the gaming industry, reflecting growing awareness of the potential risks associated with these gaming mechanics. As the lines between gaming and gambling continue to blur, the responsibility lies not only with regulatory bodies but also with parents to ensure that young gamers navigate these digital landscapes safely. This change is more than just a rating; it’s a call to action for informed gaming and responsible purchasing, shaping the future of how we engage with video games.