What the FTC’s Genshin Impact Loot Box Case Means for Families

Understand the FTC’s Genshin Impact settlement, new loot box limits for kids, and how parents can protect young gamers from costly surprises.

By Sneha Tete, Integrated MA, Certified Relationship Coach
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The U.S. Federal Trade Commission (FTC) has reached a major settlement with the developer of the hit game Genshin Impact, changing how loot boxes can be sold to kids and teens in the United States. This action is intended to protect young players from confusing in-game purchases, misleading prize odds, and improper use of their personal data.

This article explains, in plain language, what happened, what changes the settlement requires, and what families can do to keep kids’ gaming safe and affordable.

1. Background: How Genshin Impact Got the FTC’s Attention

Genshin Impact is a massively popular free-to-play online game that makes much of its revenue through randomized in-game purchases, commonly known as loot boxes or “gacha” pulls. These are virtual items that players buy for a chance to win rare characters, weapons, or other rewards.

According to the FTC, the problem was not that the game offered loot boxes at all, but how they were sold and marketed, especially to children and teens.

  • Players needed to navigate a multi-layered virtual currency system, buying one type of in-game currency which was then converted—sometimes multiple times—into other currencies before being spent on loot boxes.
  • The FTC says this system made it hard to understand how much real money each loot box actually cost.
  • The agency also alleged that the game misrepresented or obscured the odds of receiving highly coveted “five-star” rewards, making players think they had a better chance of winning than they really did.
  • Some kids and teens reportedly spent hundreds or even thousands of dollars chasing rare prizes.

At the same time, the FTC alleged that the developer collected and used personal information from children without getting the required parental permission, raising concerns under the Children’s Online Privacy Protection Act (COPPA).

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2. The Legal Issues: Deception and Children’s Privacy

The settlement is based on two core legal frameworks U.S. regulators use to protect consumers, especially kids:

  • Section 5 of the FTC Act, which prohibits “unfair or deceptive acts or practices” in commerce.
  • COPPA (the Children’s Online Privacy Protection Act), which requires online services that collect personal information from children under 13 to obtain verifiable parental consent, provide clear privacy notices, and limit how children’s data is used and retained.

According to the FTC, the developer violated these rules by:

  • Designing a virtual currency and loot box system that obscured actual costs and encouraged excessive spending, including by minors.
  • Providing misleading information about the odds of obtaining rare loot box rewards.
  • Collecting and using children’s personal information in ways that did not comply with COPPA’s parental consent and data deletion requirements.

3. Key Terms of the Settlement: What Has to Change

The settlement requires the developer to change how it does business and imposes financial and compliance obligations.

Requirement What It Means in Practice
$20 million civil penalty The company must pay a significant monetary penalty to settle the FTC’s allegations.
No loot box purchases by kids under 16 without parents Children and teens under 16 are blocked from buying loot boxes unless the company obtains parents’ affirmative express consent.
Direct real-money purchase option If loot boxes are sold, there must be an option to buy them directly with U.S. dollars, not only through complex virtual currency chains.
Clear price disclosures The company must plainly show how much each loot box costs in real-world currency before players pay.
Accurate odds disclosures Odds of obtaining each type of prize, including rare items, must be clearly and accurately disclosed.
Strict COPPA compliance The company must get verifiable parental consent for children under 13, limit how it uses kids’ data, and delete information collected without proper consent.
Long-term monitoring and compliance program The company must implement privacy and compliance controls, including recordkeeping and regular reporting, for a multi-year period.

4. What This Means for Parents and Guardians

The settlement is designed to give parents more control over how—and whether—their kids spend money in games. Here are the main takeaways for families:

  • Kids under 16 should not be able to buy loot boxes on their own in Genshin Impact and any covered titles from the developer. Parents must be asked for clear, affirmative consent before such purchases can go through.
  • Children under 13 are entitled to enhanced privacy protections, including parental consent before personal information is collected or used for game features that are not strictly necessary to provide the service.
  • Game pricing and odds must be more transparent, giving parents a clearer picture of how much money kids might spend and what they are realistically getting for it.

However, the settlement does not automatically fix every risk around in-game spending. Families should still actively manage and monitor how children use games and devices.

5. Practical Steps for Families to Reduce Loot Box Risks

Even with new legal protections, young players can still face pressure to spend money in games. Parents and caregivers can use the following strategies to stay ahead.

5.1 Set Ground Rules About In-Game Spending

  • Decide whether loot boxes are allowed at all in your household.
  • Set a monthly or weekly spending limit for games and review it with your child.
  • Require kids to ask permission before making any in-game purchase, even small ones.

5.2 Use Parental Controls and Platform Tools

Most game platforms and app stores provide tools to help control spending:

  • Enable password or PIN requirements for purchases on consoles, smartphones, and PCs.
  • Turn off one-click purchases or saved payment details where possible.
  • Create child accounts that have limited purchasing power and higher privacy protections.

5.3 Talk Openly About Random Rewards and Odds

Loot boxes share some psychological features with gambling, such as variable rewards and the urge to keep trying “one more time” for a rare outcome. Parents can help kids build healthier habits by:

  • Explaining that odds of rare prizes are usually low, even if the game makes them look exciting.
  • Discussing how offers like “limited-time banners” and bright animations are designed to encourage repeat purchases.
  • Encouraging kids to walk away when they feel frustrated or pressured to spend more.

5.4 Regularly Review Payment History

  • Check bank, credit card, and app store statements at least monthly for unexpected game charges.
  • If you see charges you did not authorize, contact the platform and your financial institution promptly.
  • In the U.S., you can report problematic business practices to the FTC using its fraud reporting portal.

6. Why This Case Matters for the Gaming Industry

Legal and industry observers see this settlement as a signal that regulators are ready to scrutinize digital business models that rely heavily on randomized and confusing monetization, especially where kids are involved.

  • The case provides a template for future enforcement actions involving loot boxes and complex virtual currencies under general consumer protection laws, not just gambling statutes.
  • Developers may be pressured to adopt simpler, more transparent pricing and age-appropriate designs across their portfolios.
  • Studios that collect data from children will likely be expected to implement stronger age screening, parental consent, and data deletion processes to comply with COPPA and similar laws.

For families, this may eventually mean more predictable and transparent game experiences. For companies, it highlights the cost of ignoring kids’ privacy and consumer protection rules.

7. Red Flags Parents Should Watch For in Any Game

The Genshin Impact case can help parents recognize warning signs in other games, even those not directly mentioned in the FTC’s action.

  • Confusing currency chains: Games that require buying one currency, then converting it into another, and possibly a third, before making purchases.
  • Vague or missing odds: Loot box offers that do not clearly state the percentage chance of getting different categories of items.
  • High-pressure design: Timed offers, countdown clocks, or messages that suggest players will “lose out” if they do not buy immediately.
  • Frequent prompts to spend: Repeated pop-ups urging players to purchase more currency or bundles, especially right after they run out.
  • Unclear use of personal data: Games that ask for lots of personal information from children without explaining why or how it will be used.

8. Frequently Asked Questions (FAQs)

Q1: Does the settlement ban loot boxes altogether in Genshin Impact?

No. The settlement does not completely prohibit loot boxes, but it bans the sale of loot boxes to players under 16 without parental consent and requires much clearer pricing and odds disclosures.

Q2: What if my child already spent money on loot boxes?

The settlement primarily focuses on future practices and penalties paid to the government. If you believe you were misled or charged without authorization, you can dispute charges with your payment provider and report the issue to the FTC’s fraud reporting system.

Q3: How will the company get parental consent for kids under 16?

The developer must use methods that qualify as affirmative express consent, which typically involve clear, informed permission from parents before allowing loot box purchases. Specific implementation details may vary by platform but must meet legal standards for verifiability and clarity.

Q4: What is COPPA, and why does it matter here?

COPPA is a U.S. law that protects the online privacy of children under 13. It requires sites and apps that collect personal information from kids to provide notice, obtain verifiable parental consent, limit data use, and delete data when it is no longer needed. The FTC alleged that the game’s developer violated COPPA, and the settlement requires them to bring their practices into compliance.

Q5: Will other games have to follow the same rules now?

The settlement directly binds the developer in this case, but regulators and industry watchers expect it to influence how other game companies handle loot boxes, virtual currencies, and children’s data. It serves as a warning that similar practices could lead to enforcement for other titles.

Q6: How can I tell if a game is using my child’s data appropriately?

Review the game’s privacy policy and look for sections about children, data collection, and parental controls. Services directed to children should clearly explain how they comply with COPPA or other child-privacy frameworks. If the explanations are vague or absent, consider limiting or blocking your child’s use of that game.

References

  1. Genshin Impact Game Developer Will be Banned from Selling Lootboxes to Teens Under 16 without Parental Consent, Pay a $20 Million Fine to Settle FTC Charges — Federal Trade Commission. 2025-01-17. https://www.ftc.gov/news-events/news/press-releases/2025/01/genshin-impact-game-developer-will-be-banned-selling-lootboxes-teens-under-16-without-parental
  2. FTC settlement order bans sales of Genshin Impact loot boxes to kids under 16 without their parents’ consent — Federal Trade Commission Consumer Alerts. 2025-01-17. https://consumer.ftc.gov/consumer-alerts/2025/01/ftc-settlement-order-bans-sales-genshin-impact-loot-boxes-kids-under-16-without-their-parents
  3. Level up: Tips for businesses from the FTC’s settlement with Genshin Impact developer HoYoverse — Federal Trade Commission Business Blog. 2025-01-17. https://www.ftc.gov/business-guidance/blog/2025/01/level-tips-businesses-ftcs-settlement-genshin-impact-developer-hoyoverse
  4. Loot Boxes, Teens & COPPA: the FTC’s First Games Enforcement for 2025 — KID (Kids Internet Design & Safety). 2025-01-17. https://www.k-id.com/post/loot-boxes-teens-coppa
  5. FTC starts 2025 with a focus on safeguarding kids — Reed Smith LLP. 2025-02-10. https://www.reedsmith.com/en/perspectives/2025/02/ftc-starts-2025-with-a-focus-on-safeguarding-kids
  6. Federal Trade Commission Fines HoYoverse $20 Million Over Deceptive Loot Box Practices — Frankfurt Kurnit Klein & Selz PC. 2025-02-06. https://technologylaw.fkks.com/post/102jutr/the-cost-of-non-compliance-federal-trade-commission-fines-hoyoverse-20-million
  7. FTC Vs. Genshin Impact: Breaking Down The USD 20 Million Settlement — Esports Legal News. 2025-11-25. https://esportslegal.news/2025/11/25/ftc-vs-genshin-impact-20-million/
Sneha Tete
Sneha TeteBeauty & Lifestyle Writer
Sneha is a relationships and lifestyle writer with a strong foundation in applied linguistics and certified training in relationship coaching. She brings over five years of writing experience to waytolegal,  crafting thoughtful, research-driven content that empowers readers to build healthier relationships, boost emotional well-being, and embrace holistic living.

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