European video game ratings body PEGI will require games with loot boxes to carry a minimum 16 age rating from June 2025, with some titles potentially receiving an 18 rating, as concerns grow about gambling-like mechanics in gaming.
The European video game ratings organisation PEGI has announced significant changes to its age classification system, requiring games featuring loot boxes to carry a minimum 16 age rating across Europe, including the UK. The changes, effective from June 2025, represent a major shift in how video games with monetisation systems are classified and could impact popular titles like EA Sports FC.
The Pan-European Game Information body, which provides age ratings displayed on games sold throughout Europe, is updating its system to address growing concerns about loot boxes and other monetisation mechanics. Loot boxes are in-game features that allow players to purchase random mystery items using real or virtual currency, a mechanic that recent research has found blurs the line between gaming and gambling.
Under the new system, games containing "paid random items" will automatically receive a PEGI 16 rating, with the potential for some titles to be classified as PEGI 18 depending on their specific features. This represents a substantial increase from the current system, where many games with loot boxes currently receive lower age ratings despite containing gambling-like mechanics.
The Scope of Changes
The PEGI system, used in 38 countries to help consumers make informed decisions about game purchases, will see several additional changes beyond loot boxes. Games featuring time-limited systems such as paid battle passes will now receive a PEGI 12 rating, while those incorporating non-fungible tokens (NFTs) will be classified as PEGI 18.
Games with "play-by-appointment" mechanics, such as daily quests, will receive a PEGI 7 rating. However, if these systems punish players for not returning to the game - for example, by causing them to lose content - the rating will increase to PEGI 12. Additionally, games lacking any way for users to report or block other players online will receive a PEGI 18 rating.
Industry and Expert Reactions
Dirk Bosmans, director of PEGI, expressed confidence that the updates would provide "more useful and transparent advice" for parents and players. The organisation believes these changes will better reflect the realities of modern game design and help consumers understand potential risks associated with certain game mechanics.
Emily Tofield, chief executive of the Young Gamers & Gamblers Education Trust (YGAM), welcomed the changes as "a step in the right direction" but argued they don't go far enough. She called for the PEGI 18 rating to be applied retrospectively to existing titles, noting that "without applying the rules to current games the policy will do little to protect the children who are already playing them."
Dr Ruijie Wang, who led a January 2025 study from Bournemouth University into the harmful risks of gambling on young people, told the BBC that loot boxes represent "one of the most studied examples of gambling-like mechanics in games." She emphasised that "recognising loot boxes as a risk factor in age ratings is an important step towards reflecting the realities of modern game design, helping to provide parents with clearer signals about potential harms."
The Challenge of Implementation
Freelance video games journalist Vic Hood acknowledged the positive nature of the new ratings but questioned their practical impact. "It's hard to see what difference they will make unless parents also take them seriously," Hood said. "In reality, it will largely be down to parents to educate themselves on why these changes have been brought in and decide for themselves if they deem the games (and their loot box mechanics) suitable for their child."
This sentiment highlights a broader challenge facing the gaming industry: while regulatory bodies can implement classification systems, the effectiveness ultimately depends on consumer awareness and enforcement at the point of sale.
The UK Context
Despite growing concerns about loot boxes, the UK has taken a notably different approach from PEGI's new classification system. In 2022, the UK government decided not to amend the Gambling Act 2005 to include loot boxes, stating there was no evidence showing a "causative link" to harms.
However, guidance published by trade body Ukie in 2023 requires game companies to restrict players under 18 from purchasing loot boxes without parental consent. The Advertising Standards Authority (ASA) also actively bans and removes advertisements that fail to clearly disclose whether a game contains loot boxes.
The contrast between the UK's legislative approach and PEGI's classification changes illustrates the complex landscape of gaming regulation, where different bodies take varying approaches to addressing similar concerns.
Impact on Popular Titles
The new ratings could significantly affect how popular games are classified. Fortnite, which uses various paid-for passes, is already rated PEGI 12. However, games like EA Sports FC, which feature extensive loot box systems, could see their age ratings increase substantially under the new guidelines.
These changes may influence purchasing decisions, particularly for parents who rely on age ratings to determine game suitability for their children. The higher age ratings could also impact how games are marketed and sold, potentially affecting their commercial performance.
Looking Ahead
As the June 2025 implementation date approaches, the gaming industry will need to adapt to these new classification requirements. Game developers and publishers may need to reconsider their monetisation strategies, particularly for games targeting younger audiences.
The effectiveness of these changes will depend on multiple factors: whether parents understand and respect the new ratings, how well retailers enforce age restrictions, and whether the higher age ratings actually influence game design decisions.
While PEGI's changes represent a significant step in acknowledging the potential risks associated with loot boxes and other monetisation systems, the debate around gaming and gambling mechanics continues to evolve. The coming months will reveal whether these classification changes lead to meaningful shifts in the gaming landscape or simply add another layer to an already complex regulatory environment.
The introduction of these new age ratings reflects a growing recognition that modern game design often incorporates elements that go beyond traditional entertainment, requiring consumers to make more informed decisions about the content their children access.

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