RiceGum
Save the Kids and Gambling Promotion to Minors
Bryan Le, known online as RiceGum, first attracted controversy for promoting Mystery Brand, an online loot box gambling site, to his audience of predominantly teenage viewers. The site allowed users to pay for virtual boxes containing prizes of varying value, a mechanic functionally identical to gambling. Investigations revealed that the odds displayed during sponsored sessions were allegedly more favorable than what ordinary users experienced, meaning the wins RiceGum showed his audience were not representative of the actual experience. The promotion exposed minors to gambling mechanics wrapped in the appeal of their favorite YouTuber unboxing expensive items.
The pattern continued when RiceGum became involved in the Save the Kids token alongside several FaZe Clan members. The token was marketed with a charitable angle, suggesting proceeds would benefit children's causes, lending the promotion a veneer of social good that made skepticism feel churlish. Coffeezilla's investigation revealed the scheme for what it was: a coordinated pump and dump where insiders, including the promoting influencers, sold their tokens at peak prices while retail buyers held tokens that rapidly lost value. The charitable framing made the betrayal of trust particularly egregious.
RiceGum's involvement in Save the Kids was not a one-off lapse in judgment but part of a broader pattern of promoting financial products to his audience without adequate consideration for the risks involved or transparency about his financial relationships. During the 2021 crypto boom, he promoted multiple tokens, many of which followed the familiar trajectory of initial hype, price spike, and subsequent collapse. The promotional activity was rarely accompanied by clear disclosure that he was being compensated or by warnings about the speculative nature of the products.
The common thread across RiceGum's controversies was the audience he was reaching. His followers were predominantly young, often teenagers who engaged with his content for entertainment and had no framework for evaluating financial products or gambling mechanics. When he presented a loot box site as a fun way to win prizes or a token as an opportunity to make money, his audience lacked the experience and skepticism to see through the promotional framing. The harm was not abstract -- real people, many of them young, lost real money on products promoted by someone they trusted for entertainment.