The Association of European Consumers (BEUC) has filed a complaint this Thursday with the EU authorities against some of the main video game companies for the manipulation and confusion generated in users by the use of virtual currencies in titles as well known as Fortnite, Roblox, Clash Royale either EA Sports FCamong others.
“The European Commission should examine the possibility of prohibiting the use of virtual currencies within games and applications to make purchases in them,” states the report presented by this consumer organization that brings together associations from seventeen EU countries, including them the Spanish OCU, CECU and ASUFIN.
Virtual currencies hide the real price of digital content, are distracting and can lead to overspending
“The only function of these coins premium is to prevent consumers from purchasing digital content within games directly with real currency. As a result, they simply hide the real price of digital content, distract consumers and can lead to excessive spending, which goes against the interests of consumers,” says the report prepared by BEUC.
The consumer organization not only emphasizes the confusion generated by these fictitious currencies, which can be obtained in exchange for real money, but also the way in which video game companies encourage users to make purchases to achieve better performance or a unique look within the game. The use of these fictitious currencies means that spending cannot be clearly valued and, therefore, the user ends up spending in an uncontrolled manner.
Half of Europeans between 6 and 64 years old regularly play video games, according to a European Parliament report published in 2023. This same report highlights that 84 percent of European children between 11 and 14 years old are gamers and, precisely , the complainant organizations state that this age group is the most vulnerable to these dubious practices.
It is estimated that underage players in Europe spend an average of 39 euros per month on in-game purchases
It is estimated that underage players spend an average of 39 euros per month on purchases of digital content within games and apps, according to a study by the Video Games Europe business association. For the BEUC, this is a figure that demonstrates the impact that the use of virtual currencies has on this age group and, therefore, demands that the European authorities take action on the matter to protect consumers more efficiently.
Proposed measures
Ban virtual currencies or make them inaccessible to underage users
Among the recommendations for better regulation of purchases within these games and applications, the association proposes that the European Commission consider the possibility of banning this type of virtual currencies, but also measures not as extreme as making them inaccessible to users under 18. years, as well as demanding greater transparency from video game companies that operate in European territory.
“The online world poses new challenges for consumer protection, and should not be a place where companies break the rules to increase their profits,” said BEUC general director Agustín Reyna in a statement. . “BEUC members have identified numerous cases where players are tricked into spending money. “Regulators must act and make it clear that even though the gaming world is virtual, it must adhere to real-world rules.”
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