Home News Genshin Impact Authors Banned from Selling Lootboxes to Kids, Fined $20M

Genshin Impact Authors Banned from Selling Lootboxes to Kids, Fined $20M

by Ryan Jun 15,2025

Genshin Impact Authors Banned from Selling Lootboxes to Kids, Fined $20M

Cognosphere, the U.S. publisher of Genshin Impact, has accepted charges brought by the U.S. Federal Trade Commission (FTC). As part of the settlement, Cognosphere has agreed to pay $20 million in damages and will no longer allow minors under the age of 16 to make in-game purchases without parental consent. In addition, the company entered a guilty plea to FTC charges related to deceptive gaming practices.

The FTC accused Cognosphere of misleading players regarding the actual value of in-game purchases and the probability of obtaining rare items. These tactics reportedly enticed Genshin Impact players—including children and teenagers—to spend hundreds of dollars on items with extremely low chances of success. The commission also found that the company violated the Children’s Privacy Act, further underscoring the inappropriate targeting of younger users.

Samuel Levin, Director of the FTC’s Bureau of Consumer Protection, emphasized that companies using manipulative design patterns—often referred to as “dark patterns”—to mislead consumers, especially minors, about the real cost and value of in-game transactions will face consequences.

Meanwhile, HoYoverse’s other major title, Zenless Zone Zero, continues to dominate the mobile gaming market. Following the release of its Version 1.4 update titled “And the Starfall Came,” the game set a new record, generating $8.6 million in daily player spending solely on mobile platforms. This figure surpasses the previous peak seen during its July 2024 launch.

According to AppMagic, Zenless Zone Zero has already accumulated over $265 million in total revenue from mobile devices. The Version 1.4 update introduced new agents such as Hoshimi Miyabi and Asaba Harumasa, along with fresh locations, gameplay modes, and enhanced mechanics, all of which have contributed to increased player engagement and spending.