Why 950 V-Bucks costs more than it says: loot boxes, virtual currencies and what regulators found

Currency bundles that rarely match item prices, exchange rates that shift with bundle size, odds that are hard to find: consumer authorities in the EU, the US and the UK now describe the same mechanism, and Türkiye has written parental approval of purchases into law. About a quarter of British 11–17s have paid to open loot boxes, the gambling link is modest but consistent, and the two levers that keep coming up are real-money prices on display and spending switched off by default.

  • 9 min read
Illustration: a purple dragon partner from Earnwick next to a mystery box spilling gems and coins.

At a glance

  • +74%more per Gem in Clash of Clans' smallest bundle than in its largest (2024 prices)BEUC 2024
  • 27%of British 11–17s had paid to open loot boxes in 2024Gambling Commission 2024
  • r = 0.26correlation between loot-box spending and problem gambling: modest but consistentGarea et al. 2021
  • 1 Nov 2026Türkiye's parental-approval rules for game platforms take effectLaw 7578

Why can't you tell what your child is actually paying, and is any of this gambling? The first question has a precise answer, because consumer groups and regulators have now measured the mechanism. The second has a careful one.

Start with the Fortnite Battle Pass. In 2024 it cost 950 V-Bucks, and the smallest bundle of V-Bucks sold was 1,000 for €8.99, according to an audit by BEUC, the European consumer organisation and an advocacy body BEUC 2024. So the pass cost €8.99 and left 50 V-Bucks sitting in the account, too few to buy the next thing and just enough to make the next bundle feel like topping up rather than spending. The audit found the pattern in every game it checked: a Minecraft skin pack at 160 Minecoins against a smallest bundle of 320; a Clash of Clans top-up at 2 Gems against a smallest bundle of 80; a Roblox animation at 250 Robux against a smallest bundle of 400. On top of that, the small bundles cost more per unit than the large ones, by 35% in Fortnite, 40% in Roblox and 74% in Clash of Clans. Younger primary-school children in Ofcom's small qualitative study could give an item's price in the game's currency but "struggled to state what the equivalent GBP was" Ofcom 2025.

The bundle gap

Figure 1

The bundle gap: why 950 V-Bucks costs more than it says

Pick a game to see a real item priced in its currency, the smallest bundle that covers it, what that bundle costs in euros, and what is left over.

How to read Illustrative items chosen by BEUC; prices change, so treat the amounts as a snapshot

The bundle gap: why 950 V-Bucks costs more than it says
GameItemItem priceSmallest bundle that covers itBundle priceBought beyond the item priceLeft overSmallest vs largest bundle, per coinPrices
FortniteBattle Pass, Chapter 5 Season 2950 V-Bucks1,000 V-Bucks€8.99+5%50 V-Bucks+35%BEUC, spring–summer 2024
Minecraft“Cute Kitties” skin pack160 Minecoins320 Minecoins€1.99+100%160 Minecoins−9%BEUC, spring–summer 2024
Clash of Clans“400 Elixir” resource top-up2 Gems80 Gems€1.19+3,900%78 Gems+74%BEUC, spring–summer 2024
Roblox“Mage Animation Package”250 Robux400 Robux€5.99+60%150 Robux+36%Item from BEUC (2024); bundle prices from Roblox's EU store, 21 October 2026
EA Sports FC 24“Wee 80+ Players Pack”50 FC Points100 FC Points€0.99+100%50 FC Points+19%BEUC, spring–summer 2024
Rainbow Six Siege“Containment Pack”300 R6 Credits600 R6 Credits€4.99+100%300 R6 Credits+33%BEUC, spring–summer 2024
Diablo IV“Vulgar Tongues” cosmetic1,400 Platinum1,500 Platinum (combined bundles)not printed+7%100 Platinum+23%BEUC, spring–summer 2024

Pick a game in the chart and it does the arithmetic the store does not. Three things happen at once. First, the item is priced in a currency you cannot buy in that quantity, so you buy more than you need: 5% more for the Battle Pass, 100% more for the Minecraft pack, 3,900% more for the Clash of Clans top-up BEUC 2024. Second, the leftover sits there. Third, the price per unit depends on how much you buy: on Roblox's EU store on 21 October 2026, 400 Robux cost €5.99, or 1.50 cents each, while 22,500 cost €239.99, or 1.07 cents each, a 40% difference for the same coin, and the new 240-Robux bundle at €3.49 is 36% dearer per Robux than the largest Roblox store. BEUC argues that this breaches EU consumer law on clear pricing. The EU's network of national consumer authorities, coordinated by the Commission, answered in its non-binding March 2025 Key Principles: real-money prices should be shown, and games should not force players to buy more currency than they need Key Principles 2025.

Some games add a second layer. In Genshin Impact, players bought one currency, converted it to a second and spent the second on random draws at 160 per draw, with a five-star item advertised at 0.6% odds, which for the specific featured character the FTC said worked out to 0.3%; guaranteeing it could take 180 draws, roughly $360 to $540 FTC complaint. The proposed settlement announced in January 2025 requires the company to disclose odds and exchange rates, to offer a way to buy loot boxes directly with real money, and to stop selling them to under-16s without a parent's consent FTC 2025.

How many children open loot boxes, and how they pay

Figure 2

About a quarter of British 11–17s have paid to open loot boxes

Share who have spent money or virtual currency to open loot boxes, packs or chests, in the Gambling Commission's 2022, 2023 and 2024 surveys.

How to read Three snapshots, not a trend: ages and questions changed between surveys

About a quarter of British 11–17s have paid to open loot boxes
GroupGroupShareNote
2022 · ages 11–16 · 2,299 pupilsAll24%Paid to open loot boxes, packs or chests to get in-game items.
2022 · ages 11–16 · 2,299 pupilsBoys37%
2022 · ages 11–16 · 2,299 pupilsGirls11%
2023 · ages 11–17 · 2,749 pupilsAll21%Spent money or virtual currency to unlock loot boxes, packs or chests; age range extended to 17.
2023 · ages 11–17 · 2,749 pupilsBoys31%
2023 · ages 11–17 · 2,749 pupilsGirls10%
2024 · ages 11–17 · 3,869 pupils · new questionsAll27%Aware of paying to open loot boxes and have personally done it. The questionnaire changed, so not comparable with earlier years.
2024 · ages 11–17 · 3,869 pupils · new questionsBoys37%
2024 · ages 11–17 · 3,869 pupils · new questionsGirls16%

The best repeated measure is the Gambling Commission's school survey in Great Britain. In 2022, 24% of 11–16-year-olds had paid to open loot boxes, packs or chests; in 2023, 21% of 11–17-year-olds had spent money or virtual currency to do so; in 2024, 27% of 11–17-year-olds were aware of the option and had personally done it Gambling Commission 2022 Gambling Commission 2023 Gambling Commission 2024. Boys are two to three-and-a-half times as likely as girls to have done so (37% against 11% in 2022; 37% against 16% in 2024). The Commission says the 2024 questions are not comparable with earlier years, so these are three snapshots that happen to land in the same place, not a trend. Betting with in-game items on outside websites, the practice closest to gambling in the legal sense, is rare: 4% in 2024.

Figure 3

Most young people who paid to open loot boxes used an in-between currency

How young people who had paid to open loot boxes, packs or chests had paid for them, Great Britain, 2024. Several answers allowed.

Who was asked 1,004 young people who had paid to open loot boxes; answers don't add up to 100%

Most young people who paid to open loot boxes used an in-between currency
How they paidShareNote
Virtual currency earned without spending money58%For example coins or tokens earned in the game.
Virtual currency bought with money54%Boys 60%, girls 40%.
Their own bank account51%Boys 53%, girls 44%.
A gift card50%Boys 54%, girls 37%.
Someone else's bank account36%Not defined further in the survey.

How they paid matters as much as whether they did. Of the 1,004 young people who had paid to open loot boxes in 2024, 58% had used virtual currency earned without spending money, 54% virtual currency bought with money, 51% their own bank account, 50% a gift card and 36% someone else's bank account; several answers were allowed Gambling Commission 2024, payment. The in-between currency is the normal route, which is exactly why the price is hard to see, and 36% of those who had paid had used someone else's bank account.

Figure 4

Loot boxes sit in most top-grossing mobile games, almost all rated 12 or lower

Share of games in store charts that contain loot boxes, and the share of those games carrying an age rating of 12 or lower.

How to read Audits of store charts, not surveys of children; dates differ by row

Loot boxes sit in most top-grossing mobile games, almost all rated 12 or lower
GroupStore chartShareNote
Games that contain loot boxesGoogle Play top 100 grossing, 201958%
Games that contain loot boxesApp Store top 100 grossing, 201959%
Games that contain loot boxesSteam 50 most-played, 201936%Most-played, not a grossing chart.
Games that contain loot boxesUK iPhone top 100 grossing, 202177%Mid-2021 audit; the conference version says 75%.
Of those, rated 12 or lowerGoogle Play top 100 grossing, 201993%
Of those, rated 12 or lowerApp Store top 100 grossing, 201995%
Of those, rated 12 or lowerSteam 50 most-played, 201939%

The exposure is built into the charts children browse. In 2019, 58% of the hundred top-grossing games on Google Play and 59% on the App Store contained loot boxes, and 93% and 95% of those games carried an age rating of 12 or lower, so a 12-year-old could play them Zendle et al. 2020. A 2021 audit of the hundred top-grossing UK iPhone games found loot boxes in 77% Xiao et al. 2023.

Is it gambling?

Legally, it depends where you live: Belgium's Gaming Commission concluded in 2018 that the paid loot boxes it examined "fit the description of a game of chance", while the UK government decided in 2022 not to bring them under the Gambling Act Belgian Gaming Commission DCMS 2022. In the research, the answer is a modest, consistent correlation. Across 15 studies and 16,229 people, spending on loot boxes correlates with problem-gambling scores at r = 0.26, with the true value likely between 0.15 and 0.38 Garea et al. 2021; a second review of 13 publications puts the mean at 0.27 and finds the link stronger in adolescents Spicer et al. 2022; an analysis of six datasets covering 7,771 loot-box purchasers, commissioned by the charity GambleAware, finds 0.26 and adds that around 5% of purchasers, those spending more than about £70 a month, "generate around half of industry revenue from loot boxes" Close & Lloyd 2021.

A correlation of 0.26 means people who spend more on loot boxes tend to score higher on gambling screens, with a great deal of overlap, and none of these surveys can say whether loot boxes lead to gambling, gambling leads to loot boxes, or something else drives both. A study of 561 Flemish 10–17-year-olds surveyed a year apart, which its authors describe as the first to follow adolescents over time on this question, found that "Interacting with gambling-like elements in the first wave was significantly predictive of gambling behavior at wave two, indirectly via gambling attitude and intention" Grosemans et al. 2025: children who used such features were more likely a year later to see gambling favourably and intend to gamble, and those attitudes went with gambling. It measured gambling-like elements in and around games, not loot boxes alone, and it is one self-reported study with an indirect path.

What regulators have done

Figure 6

How regulators have moved, 2012–2026

Dated actions by regulators on loot boxes and in-game currencies, plus the consumer complaint that prompted the EU ones.

How to read Publication or announcement dates unless stated; filter by region

How regulators have moved, 2012–2026
DateWhereWhat happenedDetailChecked in
May 2012Japan (Asia-Pacific)Japan bans “kompu gacha” drawsThe Consumer Affairs Agency declares complete-the-set gacha mechanics illegal under premium-and-prize rules.secondary report
1 May 2017China (Asia-Pacific)China requires loot-box odds to be publishedOnline game operators must disclose the probability of each random draw.secondary report
April 2018Belgium (EU)Belgian Gaming Commission: paid loot boxes are games of chancePaid loot boxes in the three games examined “fit the description of a game of chance” and the games “violate the Gaming and Betting Act”.primary document
April 2018Netherlands (EU)Dutch gambling authority studies loot boxesThe Kansspelautoriteit finds several loot boxes in breach where items are tradeable; a 2022 Council of State ruling later overturns its FIFA enforcement.secondary report
17 July 2022UKUK government: loot boxes should be off for under-18s unless a parent enables them“Purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian”; no legislation, industry-led measures first.primary document
19 December 2022USFTC settles with Epic Games for $520 million$275 million for children's-privacy violations and $245 million for dark patterns and unwanted charges; refunds paid from 2024.primary document
July 2023UKUkie publishes 11 industry principlesFirst principle: technological controls to restrict under-18s from acquiring a loot box without a parent's consent or knowledge; 12-month implementation period; no evaluation located.secondary report
22 March 2024South Korea (Asia-Pacific)South Korea makes odds disclosure mandatoryGame companies must publish probabilities for paid random items under the amended Game Industry Promotion Act.secondary report
September 2024Australia (Asia-Pacific)Australia: paid loot boxes mean a minimum M ratingGames with paid chance-based purchases require a minimum M classification, and simulated gambling a minimum R18+.primary document
12 September 2024EUBEUC and 22 consumer groups file a complaint on premium currenciesSeven games analysed; bundles that rarely match item prices and exchange rates that shift with bundle size.primary document
17 January 2025USFTC proposed settlement with the maker of Genshin Impact$20 million penalty; no loot-box sales to under-16s without parental consent; a real-money option for buying loot boxes; odds and exchange rates disclosed. Proposed order subject to court approval.primary document
21 March 2025EUKey Principles on in-game virtual currencies; Star Stable actionNon-binding principles from the EU's network of consumer authorities: real-money prices clearly displayed, no bundles that force over-buying, spending off by default in games not meant only for adults; coordinated action against Star Stable Online.primary document
Early 2026EUEU action against Microsoft and Activision BlizzardCall of Duty Mobile and Diablo Immortal: virtual currencies, addictive design, preselected parental controls, direct exhortation to children.primary document
1 May 2026TürkiyeTürkiye: Law 7578 brings game platforms under Law 5651No unrated games; parental-control tools; purchases, rentals and paid memberships subject to parental permission or approval; social networks closed to under-15s. Game-platform articles in force 1 November 2026.primary document
30 September 2026EUJoint Statement and nine coordinated actionsCrytek, InnoGames, King, Mojang, Plarium, PLR, Riot, Supercell and Ubisoft, over Candy Crush Saga, Clash of Clans, Forge of Empires, For Honor, Gardenscapes, Hunt: Showdown 1896, Mech Arena, Minecraft and Valorant.primary document
10 October 2026TürkiyeTürkiye: age-verification regulation publishedChild-specific services and an age-verification token for social networks; in force 1 November 2026; existing accounts to be verified by 31 March 2027.primary document
Planned Q4 2026EUDigital Fairness Act proposal scheduledThe Commission's 2026 work programme schedules a proposal; consumer advocates want it to address how virtual currencies “can obscure the actual price of content” (law-firm summary).secondary report

The timeline shows a shift from principles to enforcement against household names. In the United States, the FTC settled with Epic Games in December 2022 for $520 million, $275 million of it for children's-privacy violations and $245 million for manipulative design and unwanted charges; in June 2025 it sent a second round of 969,173 refund payments totalling more than $126 million, with further payments expected in 2026 FTC, Fortnite refunds. The Genshin Impact settlement followed in January 2025. In the European Union, the Key Principles of March 2025 were paired with an enforcement action, coordinated across EU countries, against Star Stable Online. An action against Microsoft and Activision Blizzard over Call of Duty Mobile and Diablo Immortal followed in early 2026, and on 30 September 2026 the authorities announced nine more against the companies behind Minecraft, Clash of Clans, Candy Crush Saga, Valorant and five other games European Commission. A Digital Fairness Act proposal is scheduled for the last quarter of 2026; consumer advocates want it to address how converting money into coins or gems "can obscure the actual price of content", according to a law-firm summary Heuking 2026. In the United Kingdom, the government's 2022 position was that "purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian", left to the industry to implement through Ukie's 2023 principles; we found no published evaluation of how far they were implemented DCMS 2022 CMS on Ukie. Australia's classification rules have required a minimum M rating for games with paid loot boxes since September 2024 Australian Classification.

Türkiye: parental approval by law from November 2026

Türkiye is the only jurisdiction in this article to put parental approval of purchases into statute; it says nothing about prices or odds. Law No. 7578, adopted on 22 April 2026 and published in the Official Gazette on 1 May 2026, brings digital games and game platforms under the internet law, Law 5651 Law 7578. Platforms may not offer unrated games ("Oyun platformu usulüne uygun olarak derecelendirilmeyen oyunları sunamaz"), must provide clear parental-control tools, and must allow purchases, rentals and paid memberships to be made subject to parental permission or approval ("satın alma, kiralama ve ücretli üyelik gibi ücrete dayalı işlemlerin ebeveyn iznine veya onayına tabi kılınmasına"). Social networks may not serve children under 15 and must verify age. The game-platform articles enter into force on 1 November 2026, with fines starting at ₺1 million and, ultimately, the slowing of a platform's traffic. A regulation of 10 October 2026, addressed to social networks, sets out the age-verification system, built around a token that reveals only whether a user is over the threshold; it comes into force the same day as the law's game articles, with existing accounts to be verified by 31 March 2027 Regulation, 10 Oct 2026. The law says nothing about loot boxes, spending caps or odds disclosure, and the rating regulation for game platforms had not been published at the time of writing, so what "parental approval" will look like inside Roblox or Fortnite in Türkiye is still open.

What this suggests at home

These are suggestions drawn from the audits and orders above, not tested interventions; the two levers are the ones the EU Key Principles describe, and which the FTC settlements approach through parental consent and real-money price disclosure.

  1. Convert before you buy.

    Before any purchase, say the price in real money out loud, including the leftover: "that pass is €8.99 and 50 V-Bucks we can't use", not "950 V-Bucks". The children in Ofcom's study who could price an item in the game's currency but not in pounds were not being careless; the design made the conversion hard.

  2. Switch spending off by default and turn it on per purchase.

    The main platforms offer a control; the EU principle is that spending should be off by default in any game not meant only for adults, and the UK position is that loot boxes should be unavailable to under-18s until a parent enables them. More than a third of British loot-box purchasers had used someone else's bank account, which is the gap these settings close.

  3. Ask about the odds before the first box.

    If a game will not show the probability of the item your child wants, that is information in itself. A box is a price for a chance, and children can understand that when it is said plainly.

  4. In Türkiye, use the approval prompts when they arrive.

    From 1 November 2026, game platforms covered by the law must offer parental-permission settings for paid transactions; when they appear in your child's game, turn them on, and treat each approval as the conversation.

About this research

Every figure above was checked in the source the research record names, in the version it names; the Japanese, Chinese, Dutch and South Korean entries on the timeline, Ukie's principles and the Digital Fairness Act timetable and quotation rest on secondary summaries and are marked as such. Prices carry their observation date. Consumer-group sources are named as advocacy. None of the studies here tested Earnwick or any other product.

Sources

Every figure was checked against these originals on 21 October 2026. Links open the source itself.

  1. BEUC, A legal assessment of premium in-game currencies (BEUC-X-2024-068, September 2024) beuc.eu
  2. Ofcom, Persuasive design features and potential child financial harms (June 2025) ofcom.org.uk
  3. Roblox, Robux purchase page, EU prices (read 21 October 2026) roblox.com
  4. CPC Network, Key principles on in-game virtual currencies (March 2025) commission.europa.eu
  5. Federal Trade Commission, complaint against Cognosphere (Genshin Impact) ftc.gov
  6. Federal Trade Commission, Genshin Impact game developer press release (17 January 2025) ftc.gov
  7. Gambling Commission, Young People and Gambling 2022: awareness and use of in-game items gamblingcommission.gov.uk
  8. Gambling Commission, Young People and Gambling 2023: awareness and use of in-game items gamblingcommission.gov.uk
  9. Gambling Commission, Young People and Gambling 2024: paying for and betting with in-game items gamblingcommission.gov.uk
  10. Gambling Commission, Young People and Gambling 2024: methods of paying for in-game items and to open loot boxes gamblingcommission.gov.uk
  11. Zendle, Meyer, Cairns, Waters & Ballou, The prevalence of loot boxes in mobile and desktop games (Addiction 2020) pure.york.ac.uk
  12. Xiao, Henderson & Newall, What are the odds? Poor compliance with UK loot box probability disclosure (PLOS ONE 2023) research-information.bris.ac.uk
  13. Garea, Drummond, Sauer, Hall & Williams, Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending (International Gambling Studies 2021) figshare.utas.edu.au
  14. Spicer, Nicklin, Uther, Lloyd, Lloyd & Close, Loot boxes, problem gambling and problem video gaming: a systematic review and meta-synthesis (New Media & Society 2022) open-access.bcu.ac.uk
  15. Close & Lloyd for GambleAware, Lifting the Lid on Loot-Boxes (2021) gambleaware.org
  16. Belgian Gaming Commission, Research Report on Loot Boxes (April 2018) skadden.com
  17. UK Government, response to the call for evidence on loot boxes in video games (July 2022) gov.uk
  18. Grosemans, De Cock, Bradt & Soenens, International Gambling Studies (2025): gambling-like elements and adolescent gambling, two waves doi.org
  19. Federal Trade Commission, Fortnite refunds ftc.gov
  20. Australian Classification, New mandatory minimum classifications for gambling-like content classification.gov.au
  21. European Commission, coordinated actions on social media, online games and search engines commission.europa.eu
  22. CMS, Loot boxes: 11 new principles for an industry-led approach (2023) cms.law
  23. Resmî Gazete, Law No. 7578 (1 May 2026) resmigazete.gov.tr
  24. Resmî Gazete, regulation on child-specific services and age verification (10 October 2026) resmigazete.gov.tr
  25. Heuking, Digital Fairness Act: implementation obligations companies need to prepare for (2026) heuking.de

From the makers of Earnwick

A money game where every price is also work time.

Earnwick is a money game for kids aged 9+ on iPhone and iPad. No ads, no coin packs, no tracking. This research is independent of the game: none of the studies here tested Earnwick.