Loot boxes are gambling-like mechanisms found in many video games. People buy loot boxes to obtain randomized rewards of varying value. Research indicates that loot box spending is related to problem gambling severity. In 2018, the Belgian Gaming Commission ‘banned’ loot boxes by threatening legal action against gaming companies with games including loot boxes that do not have gambling licences. In this article, the researcher examined the effectiveness of this ‘ban’. After reviewing 100 of the highest-grossing iPhone games in Belgium, the researcher found that the majority of games (82%) still contained loot boxes. Additionally, many of these games were rated suitable for children aged 12 and up. These findings suggest that the Belgian loot box ‘ban’ is ineffective. The researcher suggests that a less restrictive approach, such as the adoption of ethical game designs and the development of educational campaigns, may be more successful.