Home ENTERTAINMENT Computer games: EU consumer advocates complain about manipulation and fraud

Computer games: EU consumer advocates complain about manipulation and fraud

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European consumer advocates are accusing large companies of defrauding computer gamers through illegal means. According to a complaint to EU authorities, companies such as Activision Blizzard, Electronic Arts, Epic Games, Mojang Studios, Roblox, Supercell and Ubisoft are violating EU consumer protection laws. These companies are behind popular games such as Fortnite, EA Sports FC 24, Minecraft and Clash of Clans and aim to siphon money from players’ pockets, including children and young people.

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The complaint was sent by the European umbrella organization of consumer protection organizations (BUC) and its 22 members from 17 countries. They explain to the EU Commission and the European Network of Consumer Protection Authorities how the computer gaming industry maximizes customer spending by using low-quality in-game currencies. The complaint names specific complaints and unclean practices.

As a result, consumers are unable to understand the true price of digital goods, leading to excessive spending. The lack of price transparency for premium in-game currencies and the need to purchase additional in-game currency in packs led users to spend more than planned. In-game purchases should therefore always be displayed in “real money” such as Euros, or at least represent the equivalent value in real currency.

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Claims by game operators that players prefer in-game premium currencies are false. Buick cites a 2021 study on “unfair, deceptive, and aggressive monetization techniques in digital games.” Many consumers find this “unnecessary step” confusing and prefer to buy items directly with real money.

Users will often be deprived of their rights when using in-game currencies: they will have to face unfair conditions that game developers prefer. Children are even more vulnerable to such manipulative tactics: statistics show that young people in Europe spend an average of 39 euros per month on in-game purchases. Children used to play a lot but had “limited financial literacy” and were easily influenced by virtual currencies.

“Computer gamers shouldn’t have to rely on calculators to make informed decisions about how much to spend every time,” Buick General Director Agustin Reyna emphasizes. Game publishers are well aware of children’s vulnerabilities and employ tricks “to entice young consumers to spend more”.

BUC members have identified “numerous cases” in which players were tricked into essentially throwing money out the window. Therefore regulatory authorities will have to take action and make it clear that “the game world is virtual, but it must nevertheless follow the rules of the real world.” According to the association, the problems identified also affect social networks such as TikTok and other marketplaces.

according to a Analysis of the EU Parliament More than half of citizens play computer games regularly. In Germany, a 2021 amendment to the Youth Protection Act stipulates that voluntary self-regulation institutions such as the Entertainment Software Self-Control (USK) or certified youth protection officers should also take into account additional functions of the game when assigning an age rating, not just the content. In particular, contact options that can lead to cyberbullying, molestation and abuse should in future only be allowed in computer games released for higher age groups. This also applies to cost traps caused by in-game purchases and loot boxes as well as “gambling-simulating elements”.


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