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The Digital Child and Adolescent Act bans paid loot boxes in video games played by minors in Brazil

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Author(s): Spritzer, Daniel Tornaim ; Fortim, Ivelise ; Roza, Thiago Henrique ; Kessler, Felix Henrique Paim ; Kim, Hyoun S.

Journal: Journal of Behavioral Addictions

Year Published: 2026

Date Added: August 07, 2026

In this commentary, the authors reviewed the Digital Child and Adolescent Act that was implemented in Brazil in September 2025. This law bans paid loot boxes in games that are designed for or likely to be played by minors.

The law targets harmful design features that underlie gambling and loot boxes (e.g., randomness and uncertain outcomes), instead of focusing on whether loot boxes meet the legal definition of gambling. It takes a public health and child-rights approach that prioritizes harm prevention. The law is enforced through administrative sanctions, including fines of up to 10% of a company’s revenue and suspension of services. It also restricts personalized advertising and algorithmic recommendation systems directed at minors. The law is timely given that adolescents are especially vulnerable to the potential harms of loot boxes. Brazil is the first major gaming market to explicitly ban paid randomized rewards for minors.

The Act provides a real-world experiment to evaluate whether restricting access to loot boxes reduces harm among youth. It is also an opportunity to see how the gaming industry adapts to the law. Findings can inform policy and regulations in Brazil, and in other countries.


Citation: Spritzer, D. T., Fortim, I., Roza, T. H., Kessler, F. H. P., & Kim, H. S. (2026). Banning loot boxes for minors: A public health framework and the case of Brazil. Journal of Behavioral Addictions, 15(1), 5–7. https://doi.org/10.1556/2006.2025.00524

Article DOI: https://doi.org/10.1556/2006.2025.00524

Keywords: adolescents ; children ; gambling ; gaming disorder ; loot boxes ; policy ; public health ; regulation ; video games

Topics: Children and Youth ; Information for Policy Makers ; Priority Populations ; Public Health

Conceptual Framework Factors:   Resources - Harm Reduction, Prevention, and Protection ; Social - Social Demographics ; Exposure - Convergence of Gaming and Gambling ; Psychological - Lifespan Development ; Gambling Exposure ; Social Factors

Study Design: Commentary

Geographic Coverage: Brazil

Study Funding:

This research was funded by the Research Incentive Fund of the Hospital de Clínicas de Porto Alegre.

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