Apple e Big techs

Apple, Google and Microsoft fined for exposing children to loot boxes

Categories

Time to read

2–3 minutes

Published

Updated

The 1st Children and Youth Court of the Federal District convicted 13 companies, including Apple, Google, Microsoft, Tencent, for exploiting a random reward mechanism without transparency and without adequate protection for children and teenagers.

A court ruling dated June 9, 2026 ordered thirteen technology and game development companies to pay a combined R$ 298 million to the Children and Adolescents’ Rights Fund of the Federal District. It is the largest conviction for digital practices against children ever recorded in Brazil.

The lawsuit was filed by ANCED (National Association of Child and Adolescent Defense Centers) based on the Statute of the Child and Adolescent (ECA) and the Consumer Protection Code.

What loot boxes are

The core of the accusation lies in loot boxes: virtual boxes acquired with real money or coins purchased within games. Upon opening them, the player is randomly rewarded, with no guarantee of receiving the desired item.

The mechanic combines payment with randomness. The actual odds of each item are generally unknown to the consumer.

In the ruling, the judge points out that this structure constitutes “abusive advertising directed at children and teenagers, which takes advantage of this audience’s deficiency in judgment and experience.”

The document also describes the absence of “clear and ostensible disclosure of the actual probabilities of obtaining each item” as a violation of consumer rights.

It also establishes a link between loot boxes and compulsive behavior, pointing to the risk of “compulsion, frustration and stress” in children and teenagers systematically exposed to the mechanic.

Who was convicted and how much

EmpresaProduto(s) citado(s)Valor
AppleApp StoreR$ 50 mi
MicrosoftXboxR$ 50 mi
TencentPUBG MobileR$ 50 mi
GoogleGoogle PlayR$ 40 mi
SonyPlayStation Store / PSNR$ 40 mi
EA GamesFIFA, Apex Legends e outrosR$ 20 mi
BlizzardCall of Duty, Overwatch, HearthstoneR$ 18 mi
Riot GamesLeague of LegendsR$ 15 mi
GarenaFree FireR$ 15 mi
KonamiPES Mobile, Yu-Gi-Oh! Duel LinksR$ 12 mi
ValveCounter-StrikeR$ 10 mi
UbisoftTom ClancyR$ 8 mi
NintendoMario Kart TourR$ 5 mi

The amounts were calculated based on three criteria: the companies’ economic capacity, the severity of the conduct, and time of operation in Brazil.

In addition to the compensation, the Court established operational obligations for all the convicted companies.

This includes age verification before access to random monetization mechanics, clear and accessible disclosure of the actual probabilities of each reward, and a refund mechanism available within the games themselves.

What the industry responded

The ESA – Entertainment Software Association – issued a statement saying that the sector “already has a wide variety of protection mechanisms, such as age ratings, parental controls, content moderation and reporting tools.”

The association also stated that the companies “have been working on implementing additional protective measures” since the adoption of new safety standards in Brazil.

Regulatory context

Brazil is following an international trend. Belgium and the Netherlands have already banned paid loot boxes. The United Kingdom conducted a regulatory review on the subject. South Korea has required disclosure of probabilities since 2015.

In Brazil, the ruling comes at a time of increased regulatory activity concerning digital platforms, with ANPD expanding its activities and Congress debating social media regulation.

The decision is still subject to appeal. Case No. 0701554-83.2021.8.07.0013.