I was on a livestream when a player tore open a virtual case and shouted—silence, then a cheer. You could feel the rush: a teen with a credit card, two minutes, and a shot at a skin worth more than a used car. That moment is the scene New York’s attorney general says the law must stop.
Kids buying digital cases at kitchen tables — the lawsuit lands
I read the press release from New York Attorney General Letitia James and felt the tone tighten like a courtroom bell. Her office accuses Valve—the company behind Counter-Strike 2 and Team Fortress 2—of “promoting illegal gambling through video games.” The complaint asks a judge to stop the practice and to force disgorgement and fines.
Are loot boxes considered gambling?
Here’s the simple claim: buying cases and keys creates a slot-machine experience inside a game, and players pay real money for a randomized chance at valuable items. James’ statement says that model violates New York gambling law and “can lead to serious harms, especially for young people.”
Cases that pop like soda machines on your screen — how the economy works
You’ve likely seen the animation: a case spins, colors flash, and a rare skin appears. That visual is engineered to keep people buying more tries.
The market for those digital skins has ballooned. Reports peg the market around $4.3 billion (€4.0 billion) as of last March, and some individual items have sold for eye-popping sums—rare skins have reached prices reported as high as $1.5 million (€1.4 million). Valve’s Steam Community Market lets those items trade for real money, turning cosmetic pixels into tradable assets.
How do Steam cases and keys work?
Players purchase a case, buy a key, open it, and receive a random cosmetic. The result can be common and cheap or extremely rare and valuable. That randomness plus secondary-market resale is what prosecutors say converts entertainment into betting.
Children learning to gamble in chat rooms — the harms James points to
A schoolyard observation: kids compare skins like baseball cards, and status shifts in seconds. James’ office cites research saying children introduced to gambling are four times more likely to develop a gambling problem later in life than those who aren’t.
“Valve has made billions of dollars by letting children and adults alike illegally gamble for the chance to win valuable virtual prizes,” James said. “These features are addictive, harmful, and illegal.” I want you to feel how close that is—it’s not an abstract policy paper; it’s a mechanic children encounter between matches.
Why is New York suing Valve?
The state argues the loot-box model is a form of illegal gambling and that allowing minors to participate is especially dangerous. The suit seeks to stop the system and recover profits tied to the alleged violations.
Community markets humming like flea markets at midnight — the legal ripple effects
Walk into any esports forum and you’ll find trade threads, third-party sites, and auction boasting massive sums. That secondary economy is the reason regulators are paying attention.
If the court finds Valve liable, the fallout could alter how in-game economies work on Steam and beyond. I’ve spoken with developers and lawyers who say a ruling against Valve would force platform changes industrywide—paid cases could be reworked or removed, and trading systems remapped to avoid real-money equivalence.
The image below shows one of the skins that fuels the market:

Parents noticing bank statements with tiny charges — what you can do
I’ve advised parents to check purchase histories and enable spending limits on accounts tied to Steam or console stores. You can block purchases, require passwords, or remove stored payment methods to break the impulse loop.
The two practical reactions I recommend: read the game’s purchase flows, and talk to kids about the odds—rare items are rare by design.
I’ll leave you with two images: the loot box like a peel-off lottery ticket that never ends, and the games’ storefront like a carnival game with a mirror making prizes look closer. Both metaphors are meant to be reminders: emotional rewards and real money now cross in places we used to call play.
Want to read the New York Attorney General’s full statement? It’s online at the AG’s site.
So where does this leave Valve, players, and parents—will the courts treat pixels like chips or let the market keep spinning?