EU Consumer Group's Fears About In-Game Cryptos Revealed.

EU Consumer Group's Fears About In-Game Cryptos Revealed.

Reinout te Brake | 13 Sep 2024 09:29 UTC

The European Consumer Organisation Challenges Video Game Publishers Over In-Game Purchases

The European Consumer Organisation (BEUC) has taken a bold step by filing a complaint against video game publishers for allegedly engaging in deceptive practices related to in-game purchases. The complaint, representing consumer groups from 17 countries, raises concerns about the misleading tactics used by game publishers, particularly concerning children.

According to TechCrunch, the BEUC accuses game publishers of luring consumers, especially minors, into making excessive in-game purchases. These purchases, which contribute significantly to the gaming industry's revenue of over $50 billion annually, often obscure the true costs associated with digital goods, leaving consumers unaware of the extent of their spending.

Children Are more Vulnerable to In-Game Purchases

BEUC points out that children are particularly susceptible to these practices, with young gamers spending an average of €39 per month on in-game purchases. Popular titles such as Fortnite, Clash of Clans, Minecraft, and EA Sports FC 24 are highlighted in the complaint, urging European regulators to intensify efforts in protecting consumers from such practices.

The organization advocates for the prohibition of paid in-game currencies, which are known to obfuscate the actual costs of items and services within games. This recommendation aligns with the recent Digital Fairness Fitness Check conclusions, emphasizing the need for greater transparency and consumer protection in the gaming industry.

BEUC also calls for stricter age ratings for games featuring in-game purchases, clearer disclosure of costs, and explicit warnings before players make any monetary transactions. Agustín Reyna, BEUC’s director general, stresses the importance of upholding consumer rights and safeguarding children from exploitative practices in the virtual gaming world.

Gaming Industry Responds to Allegations

Despite BEUC's allegations, the gaming industry has vehemently defended the use of in-game currencies. Video games Europe, a trade group representing major video game companies, asserts that in-game purchases are widely accepted and compliant with European consumer laws.

The industry highlights that many games offer free access, allowing players to experience the gameplay without upfront costs. Moreover, developers ensure transparency by adhering to the PEGI Code of Conduct, which aims to provide clear information on the real-world expenses associated with in-game currencies.

While the gaming industry stands by its practices, BEUC’s complaint underscores the escalating debate surrounding in-game purchases, especially concerning younger consumers. With more than half of EU consumers engaging in video games regularly, and a significant percentage of children involved in gaming activities, the issue of in-game purchases poses a critical challenge for regulators and consumer advocates.

BEUC's initiative against digital currencies in apps is not new. In 2021, the organization filed a complaint against TikTok for its virtual currency usage, prompting changes in how purchases were presented to users. This latest move against video game publishers signals a continued commitment to protecting consumer rights in the digital sphere.

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