Bad credits: consumer group files EU suit over ‘manipulative’ payments in games like Fortnite and Minecraft, calls for a ban

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Bad credits: consumer group files EU suit over ‘manipulative’ payments in games like Fortnite and Minecraft, calls for a ban

Unlocking the Secrets of the Gaming Industry: Navigating the Murky Waters of In-Game Purchases

The gaming industry has long been a lucrative and captivating realm, with video games emerging as some of the most profitable apps worldwide. However, a powerful consumer group in Europe has raised concerns about the industry's practices, particularly the use of in-game purchases that they believe are "purposefully tricking consumers," especially children, into spending money. This article delves into the BEUC's complaint and the industry's response, shedding light on the complex and often controversial world of in-game monetization.

Empowering Consumers: BEUC's Fight Against Deceptive In-Game Purchases

Exposing the Unfair Practices

The BEUC, a prominent consumer group in Europe, has filed a complaint on behalf of consumer groups in 17 countries, alleging "unfair practices" and a breach of consumer protection in games with in-app or in-game payments. The complaint targets popular video games such as Fortnite, Clash of Clans, Minecraft, and EA Sports FC 24, accusing the industry of "purposefully tricking consumers" into overspending, particularly when it comes to under-18 gamers.According to the BEUC, consumers are struggling to clearly understand the real costs associated with in-game purchases, leading to a situation where gamers, especially younger ones, are spending an average of €39 per month on in-game purchases. The group argues that this practice is a blatant disregard for consumer protection and transparency.

Calling for Regulatory Action

In response to these concerns, the BEUC is making a series of recommendations to European regulators. The most significant of these is a call for the European Commission to consider an outright ban on the use of in-game and in-app paid currencies. This proposal is based on the conclusions of the Digital Fairness Fitness Check, which was updated in August.Additionally, the BEUC is suggesting that in-app purchases should be factored into game age ratings, with access restricted for under-18s. The group also wants to see more transparency in how games charge for different services and the implementation of better guardrails to make it clear when players are paying for something extra.

Industry Response: Defending the Status Quo

The video game industry has pushed back against the BEUC's claims, with a spokesperson for Video Games Europe, a group representing major video game companies in the region, providing a response to TechCrunch.The industry representative argued that the purchase of in-game currencies is a well-established practice that is well understood by players. They claimed that their members always respect European consumer laws in how they offer these purchases and that the industry offers a wide range of games that enable players to access a variety of genres and innovative experiences without any upfront cost or commitment.Furthermore, the spokesperson stated that Video Games Europe and its members support and promote fair and transparent principles for purchases of in-game content, including in-game currency. They cited the PEGI Code of Conduct, which requires developers to ensure that the real-world cost is clear and unambiguous at the point of purchase of the in-game currency.

The Prevalence of Gaming and the Vulnerability of Young Consumers

The BEUC's complaint stems from the fact that in-app and in-game purchases have become a hugely popular mechanic in the gaming industry, which is now bigger than the in-app revenues from the cinema and music industries combined.According to a research report from the European Parliament, more than half of all EU consumers are regularly playing video games, and the proportion of those aged 11-14 playing video games on mobile or other screens is a whopping 84%. Given that children typically have less financial literacy and less money of their own, this poses a significant challenge in terms of consumer protection.The BEUC's previous complaint against TikTok over virtual currency, which led to the platform committing to changes, including clearer markers of what purchases worked out to in actual real money, suggests that the group is determined to tackle the issue of in-app and in-game purchases across the digital landscape.

The Wider Implications: Balancing Innovation and Consumer Welfare

The BEUC's decision to target the entire video game industry with its complaint could bring more attention to the issue, potentially giving the group more ammunition in its fight against deceptive in-game monetization practices.The debate surrounding in-game purchases highlights the delicate balance between fostering innovation and creativity in the gaming industry and ensuring the protection of consumer rights and well-being, particularly when it comes to vulnerable populations like children.As the gaming industry continues to evolve and expand, the need for clear and transparent guidelines, as well as effective regulatory oversight, becomes increasingly crucial. The outcome of the BEUC's complaint and the industry's response will undoubtedly shape the future of in-game monetization and the overall consumer experience in the digital entertainment landscape.

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