In the third such case in as many months, Germany joins the fray in debating whether loot boxes in video games and on sites like constitutes as gambling. A new study conducted by the University of Hamburg has revived the conversation for the German Youth Association.

According to the paper, business models and industry sales of several games on the market today are wholly focused on a small minority of players. This minority group of players produces a sizeable amount of each company’s revenue, which is “a typical feature of gambling markets.”

According to Chairman of the German Youth Protection Commission, Wolfgang Kreißig, “it’s imaginable that loot boxes violate the ban on gambling for children and minors.” He is considering the possibility banning loot boxes outright, and it not that, then placing regulations to keep them from wringing money out of susceptible consumers.

Germany’s gaming industry is worth an annual $4 billion, and the country has one of the largest gross domestic product (GDP) in the world, making it an economic powerhouse in Europe. A decision here could sway the debate elsewhere, so no matter what happens, it’s certain that Germany’s decision will affect the future of gaming.

The decision is to be reached next month, March 2018. I will be watching with interest, as will most of the gaming industry.