Reward boxes, known as loot boxes, which provide random items in video games, are subject to new restrictions in Brazil with the implementation of the Digital Statute of the Child and Adolescent (ECA Digital) in March 2026.
This new legislation aims to prevent children and adolescents from accessing paid random reward mechanisms present in popular games such as Counter-Strike 2, Genshin Impact, and PUBG Mobile.
The analysis of the risks of these mechanics is not limited to Brazil; countries such as Belgium, the Netherlands, and the United Kingdom have also studied the topic, arriving at different regulatory solutions.
Law No. 15.211/2025, named ECA Digital, imposes limits on reward boxes in games intended for or accessible by children and adolescents. In practice, companies are required to prevent individuals under 18 from using paid random reward functionalities.
The regulation offers adaptation paths, such as verifying user age, offering versions of the game without these mechanics, or deactivating restricted functionalities. It is important to note that this does not prohibit loot boxes for all Brazilian players, as adults can continue accessing these systems, provided they meet other legal requirements.
In October, the Ministry of Justice requested the National Data Protection Authority (ANPD) to prioritize monitoring six specific titles: Counter-Strike 2, Call of Duty, NBA 2K26, WWE 2K26, Genshin Impact, and PUBG Mobile. This request is only for monitoring and does not imply a conclusion of legal infraction by the developers.
Despite the four countries debating the dangers of random rewards, their norms are not identical. In Belgium, the Gaming Commission decided in 2018 that certain paid random reward systems fell under gambling legislation, forcing companies to alter or remove these functionalities in titles sold in the Belgian market.
The landscape in the Netherlands differs significantly. In 2022, a court decision invalidated a fine imposed on Electronic Arts regarding FIFA Ultimate Team packs, demonstrating that the mere presence of random rewards does not constitute gambling activity by itself.
Meanwhile, the UK government opted not to establish a specific general ban, focusing instead on safeguards for children and adolescents, such as parental controls, purchase restrictions, and industry agreements.
The core of the controversy lies in paying for a reward whose outcome is not previously known. Users can invest real money in an attempt to obtain rare cosmetic items, cards, or characters, without a guarantee of receiving what they desire.
Research has pointed to correlations between spending on loot boxes and problematic betting behavior patterns, although this does not mean that all studies have proven a direct cause-and-effect link. The disparities between the countries highlight the lack of a global consensus on how to regulate these mechanics.
In Brazil, the legislative focus is on protecting minors, and the challenge for developers consists of adjusting monetization systems and validating user age without having to remove the games from the market.



