Electronic Arts was among the first companies to implement the concept of loot boxes – and guess in which game? Of course, it was the FIFA Ultimate Team. This feature has become more popular in the following years – and is still in demand today. Players can purchase a loot box for real money with random in-game items and use it for more achievements. Currently, this option creates a lot of disputes. Many compare it to bonuses on online gambling platforms,
In this point of view, this FIFA feature is not beneficial for users, as it can often lead to gaming disorders. Players are thrilled with the possibility of trying their luck and receiving additional benefits, continuing to invest cash. Are they really so disadvantageous, or do people just make mountains out of molehills? Let’s explore both concepts and compare them.
Background on FIFA Loot Boxes
Loot boxes are the purchasable in-game random rewards, where players can receive items to boost their progress. The variety of these objects in FIFA is enormous, so it’s a real surprise for users, and EA says they even like it. While some can get simple things, others receive something really valuable. Many gamers are inspired by the chance to invest $30 and get exclusive features. They are especially beneficial in Ultimate Team mode, providing extra advantages compared to rivals. While the developer receives additional income from selling loot boxes, players get an adrenaline rush and a secret surprise for a relatively small cost.
Why FIFA Loot Boxes Similar to Casino Bonuses

Many compare FIFA Loot Boxes to online gambling offers, and they have lots in common. In both cases, players receive additional rewards after investing a particular sum. After that, users spend them during the game (or a casino session), which can eventually bring more benefits. Such an approach increases user engagement and boosts interest in both activities.
However, there are still differences between the two concepts. Online casinos indicate the size of the possible bonus and all terms and conditions of the reward’s usage. Therefore, users can see what they get for their deposit and then decide whether to invest cash. On the other hand, loot boxes are absolutely random, which imposes high risks.
Suppose a player is not satisfied with their reward - or, on the contrary, are impressed with really cool features. In this case, users are tempted by the opportunity to buy another loot box, hoping to unlock a better gift. This can lead to compulsive behaviours and uncontrolled spending for FIFA. The same issue can occur in online gambling: millions of people suffer from addiction due to the inability to control themselves and stop in time.
Regulatory Perspective on Loot Boxes and Casino Bonuses
Loot boxes are not considered illegal, since there are no particular regulations on this point. On the other hand, online casinos are thoroughly controlled in many countries, including Canada. Gambling operators should provide safe and fair conditions to their members, which also concerns bonus offers. Therefore, reliable casinos provide players with their stated casino bonus offers and payouts, respectively. Moreover, gambling establishments are prohibited for underage individuals, which cannot be said about FIFA games with no age restrictions.
FIFA in-game prizes have a completely different regulatory basis. To be honest, they are not regulated in any way, although they created plenty of controversial disputes. However, many governments have already recognized the scale of the problem and are working on implementing appropriate measures. Multiple European states aim to provide better player protection and minimise harm from the mystery boxes. The mechanism to control the industry includes the following points:
- Increased transparency of game developers
- Boosting customer awareness about in-built purchases
- Showing the type of content that users purchase
Even though the above regulations are still not accepted, it’s an essential step towards harmonizing the gaming environment and reducing the possible risks. Some countries also consider the possibility of completely banning in-game purchases. This decision is conditioned by the number of underage users engaged in FIFA games. Protecting the vulnerable population is among the key goals of future legislation. But again, it’s still unclear whether it would be accepted.
Psychological and Ethical Considerations
Receiving gifts is always attractive, even if a person has to spend some cash beforehand. So, it’s not surprising that both gamblers and FIFA players are attracted to the chance to claim bonuses and purchase loot boxes. Both boost the game's progress and increase players’ engagement and loyalty. On the other hand, loot boxes and casino bonuses have a similar origin, as they call the thrill and excitement.
However, possible addiction is a negative outcome for both activities, which is why the issue is controversial. Both activities encourage additional spending. Some players can stop in time, while others appear in debt due to their compulsive behaviours. Many people consider loot boxes unethical, as they are thrilling for players and encourage them to invest more money. In this case, casinos are similar, as they offer bonus by bonus to motivate players to remain on their platforms.
Final Insight
Discussions on digital rewards are more relevant than ever since modern users can enjoy multiple benefits when playing online. FIFA loot boxes and casino bonuses are in many ways similar – and many are concerned about their harmful impacts on gamers’ minds. Loot boxes together with esports events where you can place bets make the game even more gambling-oriented. While the gambling industry already has appropriate regulations to minimise possible negative influence, there’s still a gap concerning FIFA games. Many countries are already working on proper legislation, which will be possibly implemented in the near future.
Of course, the above factors don’t mean users should avoid online casinos or video games. Self-control is essential in both cases, so it’s important to remember that both activities are just entertainment with an additional thrill in the form of rewards.