Should it be proven that--without a doubt--loot boxes in their spirit and purpose fall under the act of gambling, this could spell the end of loot box practices in video games.
There are plenty of ways to circumvent the legal definition so the End_Result of loot boxes to both the game company and the consumer will not change.
It's not a loot box if a game company does something to break the legal requirements of what gambling is. Fighting a field of monsters for a chance of a dropped item is not gambling. Neither is buying a consumable item that can be used upon a monster that gives special experience points. So, the game company can simply sell Groovy Box Bubblegum or Overseas Flavor Bubblegum. That lasts 30 minutes and makes it possible for certain monsters to drop one of the "special items" whereupon the power in the gum is used up and it can't drop anymore. But the buffing stats effect lasts the full 30 minutes to ensure there is no variable time.
If the company wanted to taunt the regulators yet make it very clear playing skill and not gambling RNG is involved, each minute of chewing the gum brings up the animated slot machine similar to the taming item slot machine. During that minute, the player must kill a monster that is different from any previously killed monster during the gum interval. If the player runs out of time, that's one minute wasted. Theoretically, the skilled player could have 30 different monster kills in the 30 minutes. But the killing spree ends as soon as an identical monster is killed whereupon it drops an item from the second group. If the player takes it to the end, one of the items from the top tier list can drop. Or a lump of charlie brown coal.
The above are not "loot box" but still allow a game company to provide chance results or even allow player skills to increase or decrease the chance of results.