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Several major videogame companies, including Epic Games, Electronic Arts (EA), and Roblox, were accused of misleading consumers into spending money in a complaint filed by the European Consumer Organisation (BEUC) and 22 of its members. This complaint was lodged with the European Commission and the European Network of Consumer Authorities, citing concerns over game mechanics that allegedly encourage excessive spending, especially among children.
The BEUC’s complaint emphasizes that gaming companies are accused of using deceptive tactics, including premium in-game currencies, to mislead consumers, particularly young players, into making purchases. BEUC Director General Agustin Reyna stated that despite the virtual nature of the gaming world, these companies must still adhere to real-world consumer protection laws. He noted that the companies exploit children’s vulnerabilities by making it harder for them to understand the real cost of digital items, causing overspending.
The complaint also extends to several other prominent companies, including Microsoft’s Activision Blizzard, Mojang Studios, Supercell (majority-owned by Tencent), and Ubisoft. The concern raised by these associations is that consumers are not fully aware of the expenses tied to premium in-game purchases and that their rights are often ignored when dealing with these currencies.
The world of video games “shouldn’t be a place where companies bend the rules to increase profits,” said Agustín Reyna, the director of BEUC, suggesting that companies should display the amounts in real currency terms so gamers aren’t left confused.
Reyna said the main concern with how video games currently operate their in-game currencies is that children get caught in them.
"Regulators must act, making it clear that even though the gaming world is virtual, it still needs to abide by real-world rules.
"Today, premium in-game currencies are purposefully tricking customers and take a big toll on children. Companies are well aware of children's vulnerability and use tricks to lure younger consumers into spending more."
In-game purchases rake in $50 billion globally—that’s nearly a quarter of the entire video gaming market’s revenue, BEUC said. About 84% of those aged 11 to 14 years are into video games, making them a large chunk of the audience.
In Europe, children spend roughly €39 a month on in-game purchases because of video gaming companies’ “manipulative” ways.
Children are, therefore, directly impacted by the convoluted system of in-game currencies as they simultaneously lack the financial literacy to make informed purchasing choices, the consumer group highlighted.
European video gaming majors Supercell and Ubisoft face a complaint for designing games that 'trick' gamers into spending more money
The world of video games “shouldn’t be a place where companies bend the rules to increase profits,” said the director of a consumer group.
fortune.com
Epic, EA, Roblox, and more face EU complaint over tricking players into spending
Seven major games companies – including Epic Games, Electronic Arts, and Roblox – have been accused of misleading consu…
www.gamesindustry.biz