Cases · Valve / Steam; UK Gambling Commission · 2011–2017
Skin Gambling: Virtual Items, Real Money and Children
Steam added item trading in 2011, and cosmetic weapon 'skins' in Counter-Strike: Global Offensive became a currency for unlicensed gambling sites, many popular with minors. In 2016, a lawsuit accused Valve of facilitating the market, and popular YouTubers were exposed as owners of a site they had promoted. Valve said it had no business with the sites and sent them cease-and-desist notices. In 2017, the UK Gambling Commission brought its first criminal prosecution over skins-style gambling, against the directors of a FIFA-coin site used by children. The judge called footage of a 12-year-old gambling 'horrific.' The case asks who is responsible for protecting children when gaming economies blur into gambling.
Timeline
- Steam adds in-game item trading.
- The UK Gambling Commission identifies risks to children from gambling-like features in video games.
- A lawsuit alleges Valve facilitated skin gambling; YouTubers are exposed as undisclosed owners of a site they promoted.
- Valve says it will send notices to gambling sites using Steam, asking them to cease operations.
- Two company directors plead guilty in the UK over an unlicensed FIFA-coin gambling site used by children.
- The Gambling Commission explains where gaming items cross the legal line into gambling.
- Valve bars Counter-Strike tournaments and teams from displaying or taking sponsorship from case-opening and skin-trading sites.
- New York's attorney general sues Valve, alleging its loot boxes are illegal gambling.
The ethical issues
- Protection of children from gambling in gaming spaces.
- Platform responsibility for third-party uses of its systems.
- Undisclosed conflicts of interest by influencers.
- The legal definition of gambling versus actual harm.
- Profit from secondary markets for virtual items.
Stakeholders
| Stakeholder | Interests & obligations |
|---|---|
| Children and young players | Protection from gambling harm. |
| Parents | Safe gaming environments. |
| Game publishers and platforms | Item economies, revenue and reputation. |
| Gambling site operators | Profit, often unlicensed. |
| Influencers and streamers | Sponsorship income and audience trust. |
| Gambling regulators | Enforcing the law and protecting the vulnerable. |
The case
In competitive gaming, cosmetic items called “skins” change how a player’s weapons look. In Counter-Strike: Global Offensive (CS:GO), skins could be bought, sold and traded through Valve’s Steam platform.[2] By 2016, they had become chips for a wave of third-party gambling sites, and concern grew about how many of their users were children.[2][3] (For match-fixing in CS:GO, see iBUYPOWER and Valve’s bans.)
Background
Valve added item trading to Steam in 2011 “to make it easier for people to get the items they wanted in games featuring in-game economies.”[1] Gambling sites then built their businesses on that system. According to Valve, they used Steam’s OpenID login to verify users’ accounts and items, and created automated Steam accounts to move items, practices Valve said were “not allowed by our API nor our user agreements.”[1]
In mid-2016, sites such as CSGO Lotto, CSGO Lounge and CSGO Diamonds came under fire. A player filed a lawsuit against site owners and Valve, alleging that Valve was “complicit in creating, sustaining and facilitating [a] market” allowing players, including minors, to bet skins.[2] Two popular YouTubers were exposed as the owner and vice president of CSGO Lotto, which they had promoted without disclosing their involvement. Others admitted to undisclosed relationships with betting sites, in apparent violation of Federal Trade Commission guidelines.[2]
The rules and governance
On July 13, 2016, Valve broke its silence. It said there had been “false assumptions about our involvement with these sites,” and that “we have no business relationships with any of these sites. We have never received any revenue from them. And Steam does not have a system for turning in-game items into real world currency.” It said it would “start sending notices to these sites requesting they cease operations through Steam.”[1] Critics had called out Valve for its silence, and Polygon noted that the effect on the lawsuit was unknown.[2]
Regulators in Valve’s home state pressed further. On October 5, 2016, the Washington State Gambling Commission ordered Valve to stop skins gambling through Steam.[5] It told the company to “explain how it is in full compliance with Washington’s gambling laws” by October 14, warning that it risked civil or criminal action.[6] Valve’s lawyer replied on October 18: “Valve is not engaged in gambling or the promotion of gambling, and we do not ‘facilitate gambling’.” The letter said the operation of Steam and CS:GO was lawful under Washington law, that Valve had “no business relationship” with the gambling sites and neither promoted nor profited from gambling, and that the company was “surprised and disappointed that the commission chose to publicly accuse Valve of illegal activity and threaten our employees with criminal charges.”[6] Polygon noted that skin gambling had drawn negative publicity for Valve “because many skin gamblers are minors.”[6]
In Britain, the Gambling Commission had identified gambling-like features in video games as a potential risk to children in early 2016.[4] It explained that the legal test was whether items won “via a game of chance” could be considered “money or money’s worth.” Items confined to a game and impossible to cash out were unlikely to be licensable gambling; items that could be converted to real value could be.[4]
In February 2017, the Commission secured what it called the first criminal prosecution in this area.[4] Two directors of a company that ran FutGalaxy.com, one of them a popular YouTuber, pleaded guilty to offenses under the Gambling Act 2005 for providing unlicensed gambling and advertising it.[3] The site let customers buy FIFA video game coins and use them for sports betting, a lottery-style jackpot and other games. The coins could be sold for real money on an unauthorized secondary market.[3] The judge described the offending as “very grave,” and footage of a 12-year-old boy gambling on the site as “horrific.”[3] The two were ordered to pay £174,000 and £91,000 in fines and costs.[3] The Commission’s chief executive said they “knew that the site was used by children and that their conduct was illegal but they turned a blind eye in order to achieve substantial profits.”[3]
Aftermath
The Commission warned of “growth in examples where the line between video gaming and gambling is becoming increasingly blurred.” It said that where a product falls outside the legal definition of gambling but could harm children, “parents will undoubtedly expect proper protections to be put in place by those that create, sell and regulate those products.”[4]
A decade later
The legal questions of 2016 came back in 2025 and 2026, now aimed at Valve’s own design. In December 2025, Valve updated its Tournament Operation Requirements for Counter-Strike events. Section 2.4.e of its Limited Game Tournament License says licensees must not display, “including on team jerseys,” content that violates Valve’s IP or the Steam Subscriber Agreement, “for example, game case opening sites or skin trading sites.” It adds that licensees “will not accept sponsorships from sponsors that generate revenue through activities that violate applicable Valve agreements or violate local law or rely on Valve’s game economies.”[9] HLTV reported that several top teams had existing sponsorship deals with skin sites and that some had switched to unsponsored jerseys before the Budapest Major.[9]
On February 25, 2026, New York Attorney General Letitia James sued Valve. The lawsuit alleges that the “loot boxes” in Counter-Strike 2, Team Fortress 2 and Dota 2 are illegal gambling under New York law, because users pay to open containers whose randomly selected items “have no in-game functionality but can be sold online for money.” The press release said one item had reportedly sold for more than $1 million and that the Counter-Strike skin market had reportedly passed $4.3 billion in March 2025. It also alleged that Valve “facilitates and even assists” third-party marketplaces where items are sold for cash, an allegation at odds with Valve’s 2016 statement that it had “no business relationships” with gambling sites.[1][7] The suit seeks a permanent injunction, disgorgement and fines.[7]
In federal court in Washington, a proposed class action made similar claims under Washington gambling law. Venable LLP’s Barry Benjamin wrote in Legal 500 that Valve compared its loot boxes to “packs of baseball cards” and argued that the items are not “things of value” under Washington’s statutes because they cannot be redeemed directly for cash. The plaintiffs answered that Valve runs the marketplace, displays prices in U.S. dollars, takes a fee on each resale and lets users spend their balances on games and hardware.[8] As of October 1, 2026, the court had not ruled on Valve’s motion to dismiss.[8] U.S. courts were now being asked a question close to the one the UK Gambling Commission had framed in 2017: whether such items amount to “money or money’s worth.”[4][8]
The core dilemma
Skin gambling depended on a platform’s trading system, influencers’ promotion and regulators’ reach. Each could say responsibility lay elsewhere: the platform with the sites, the sites with users, regulators with Parliament’s definition of gambling. Meanwhile, children gambled. Who should be responsible, and what should each do?
Competing values
- Open platforms vs. child protection.
- Legal definitions vs. real harm.
- Commercial freedom vs. duty of care.
- Influencer income vs. honesty with audiences.
Strongest arguments
Platforms bear responsibility: Valve’s trading system made skin gambling possible and its game’s item economy made skins valuable. Platforms should anticipate misuse and act quickly.
Responsibility lies with operators and promoters: the sites and undisclosed promoters chose to offer gambling to children. Valve did not profit from the sites and ultimately acted against them.
Regulators and lawmakers must act: gambling law should keep pace with gaming. Prosecutions such as FutGalaxy show enforcement works where the law applies.
Applying the frameworks
Care ethics
A care lens focuses on children as vulnerable participants and asks what platforms, publishers, influencers and regulators owe them.
Utilitarianism
A utilitarian lens weighs the benefits of tradable item economies against the harms of gambling by minors, and asks which interventions most reduce harm.
Virtue ethics
A virtue lens examines the honesty of influencers who promoted sites they owned, and the responsibility of companies that build valuable virtual economies.
Walk it through: the Simple Decision Model
- Spot the issue. You lead trust and safety at a game platform. Stakeholders include players, parents, publishers and regulators. Less visible are children using family accounts. The codes are your terms of service and gambling laws.
- Gather facts. How are third parties using your systems? How many users are minors? Beware rationalizing inaction because you do not earn revenue from the sites.
- Test options. (a) Take no action. (b) Send cease-and-desist notices. (c) Notices plus technical restrictions and cooperation with regulators.
- Check codes and law. Check your API terms and gambling laws in key jurisdictions.
- Decide and document. Record the decision and the evidence.
- Communicate and follow up. Inform users and parents, and monitor for new sites.
What’s settled and what’s contested
- Settled: Valve’s 2016 statement and notices; the FutGalaxy convictions; the Gambling Commission’s legal test.
- Contested: how much responsibility Valve bore; whether gambling law should cover more gaming features.
Why this case matters
Skin gambling shows how digital economies can create unregulated gambling markets that reach children. It is a case study in platform responsibility, influencer ethics and the limits of the law.
See also: CSGO Lotto: YouTubers, Skin Gambling and the FTC’s First Influencer Case.
Key terms
- Duty of care
- The responsibility of coaches, organizations and institutions to protect the health, safety and well-being of those in their charge. It is not a license for total control.
- Conflict of interest
- A situation where a person’s private interest could improperly influence a decision they make in an official role.
- Commercialization
- The process of turning sport into a product and a business enterprise, with profit pressures that can compete with principle.
- Authenticity vs. PR spin
- The tension between communicating truthfully and managing perception. Spin may protect a brand short term while eroding trust.
- Legal but unethical
- Law sets out what can be punished; ethics asks what is right. Compliance is a minimum, so an action can be lawful and still wrong.
- Stakeholders
- Everyone with something at stake in a decision: athletes, coaches, parents, officials, fans, employees, sponsors, media, communities and regulators, including the less visible ones.
Definitions from the Ethics Cases glossary.
Discussion questions
- Valve said it had no business relationships with skin gambling sites and received no revenue from them. Does a platform still bear responsibility for how third parties use its systems?
- The Gambling Commission said parents care less about legal definitions than about risk to their children. Should the law change to cover more gambling-like features?
- What duties do influencers owe their young audiences when promoting gambling sites?
- How should esports bodies respond to gambling that grows up around their games?
Sources
- In-Game Item Trading Update — Valve (Steam)
- Valve says it's going after gambling sites that use Steam — Polygon
- Two men convicted after offering illegal gambling parasitic upon popular FIFA computer game — UK Gambling Commission
- Loot boxes within video games — UK Gambling Commission
- Washington State Gambling Commission orders Valve to stop skins gambling (Oct. 5, 2016) — Washington State Gambling Commission
- Valve fires back at Washington State Gambling Commission over CS:GO betting (Oct. 18, 2016) — Polygon
- Attorney General James Sues Game Developer for Promoting Illegal Gambling Through Video Games (Feb. 25, 2026) — New York State Office of the Attorney General
- Loot Box Litigation Intensifies As Valve Fights Gambling Claims (Oct. 1, 2026) — Legal 500 (GALA / Venable LLP)
- Valve bans skins gambling, case opening sites from jerseys and events in TOR (Dec. 10, 2025) — HLTV.org