In a significant move for the gaming industry, the Pan-European Game Information (PEGI) organisation has announced that all games featuring loot boxes will now be assigned a minimum age rating of 16 across Europe, including the UK. This change, set to take effect in June, aims to address growing concerns regarding the gambling-like nature of loot boxes, which allow players to purchase randomised in-game items using real or virtual currency.
The New Rating System Explained
The PEGI system is well-known for providing age ratings that help consumers, particularly parents, make informed decisions about video games. Currently, games are rated on a scale from 3 to 18, reflecting their suitability for different age groups rather than their difficulty levels. With the upcoming changes, any game that incorporates “paid random items” will automatically receive a PEGI 16 designation. In more severe cases, this could escalate to a PEGI 18 rating.
Dirk Bosmans, PEGI’s director, expressed confidence that these updates will deliver “more useful and transparent advice” to players and parents alike. The aim is to ensure that families are better equipped to navigate the increasingly complex gaming landscape.
Industry Reactions and Concerns
Emily Tofield, chief executive of the Young Gamers & Gamblers Education Trust (Ygam), welcomed the new ratings as a “step in the right direction.” However, she raised concerns that these changes should also apply retrospectively to existing titles. “Without applying the rules to current games, the policy will do little to protect the children who are already playing them,” she cautioned.

Despite the potential positive impact of these new ratings, the UK government has yet to introduce any legislation specifically regulating loot boxes. A decision made in 2022 opted not to amend the Gambling Act 2005 to include loot boxes, citing a lack of evidence linking them to harmful outcomes.
Broader Implications for Game Design
Dr Ruijie Wang, who led a study exploring the harmful effects of gambling on youth, noted that loot boxes are among the “most studied examples of gambling-like mechanics in games.” She stated that recognising loot boxes as a risk factor in age ratings is crucial for reflecting the realities of modern game design. This, in turn, will provide parents with clearer guidance regarding potential harms associated with these features.
In addition to loot boxes, PEGI’s revised ratings will encompass other game mechanics. For instance, games with time-limited systems, such as paid battle passes, will now receive a PEGI 12 rating, while those involving non-fungible tokens (NFTs) will be assigned a PEGI 18 rating. Titles like Fortnite, which already utilises a variety of paid passes, is currently rated PEGI 12.
Parents’ Role in Navigating New Ratings
While the PEGI updates are certainly a positive development, freelance video game journalist Vic Hood pointed out the need for parents to take these changes seriously. “Ultimately, it will largely be down to parents to educate themselves on why these changes have been implemented and to determine whether they find the games and their loot box mechanics suitable for their children,” she remarked.
This highlights the ongoing challenge of educating families in an age where gaming is more pervasive than ever. The responsibility to understand the implications of these ratings falls not only on gaming organisations but also on parents who must navigate this evolving landscape.
Why it Matters
The introduction of a minimum age rating of 16 for games featuring loot boxes marks a pivotal moment in the gaming industry. As the line between gaming and gambling continues to blur, these changes are crucial for safeguarding younger audiences and ensuring that parents are equipped with the necessary tools to make informed decisions. By addressing the risks associated with loot boxes, PEGI is taking a significant step towards creating a safer and more transparent gaming environment for all.