Sep 12, 2024, 4:33 PM
Sep 12, 2024, 12:00 AM

EU consumer groups accuse video game companies of manipulative tactics

Provocative
Highlights
  • European consumer groups filed a complaint with the European Commission on September 12, accusing major video game companies of manipulative spending tactics.
  • The complaint highlights the vulnerability of children, who make up a large portion of the gaming audience, to in-game virtual currencies that obscure true spending.
  • The groups demand regulatory action to ensure transparency in pricing and adherence to consumer protection laws.
Story

On September 12, European consumer groups accused major video game companies of employing deceptive tactics to encourage excessive spending among consumers, particularly children. The BEUC, a consumer rights organization, filed a complaint with the European Commission, supported by 17 member organizations from various countries, including France, Germany, and Italy. The complaint specifically targets popular games like Fortnite, EA Sports FC 24, and Minecraft, which utilize in-game virtual currencies that can obscure the true costs of purchases. The groups highlighted that children, who represent a significant portion of the gaming demographic, are especially susceptible to these manipulative strategies. With 84% of 11 to 14-year-olds in Europe playing video games, the average monthly spending on in-game purchases is around 39 euros. The consumer groups argue that the use of virtual currencies, such as gems and coins, leads to a lack of awareness regarding actual spending, resulting in overspending. The BEUC's head, Agustin Reyna, emphasized the need for transparency in pricing, advocating for the display of in-game items in real currency to protect vulnerable consumers. The complaint asserts that these practices violate European Union consumer protection laws, calling for regulatory action to ensure that the gaming industry adheres to established consumer rights. The situation raises significant concerns about the ethical responsibilities of video game companies and the potential long-term effects on young players' financial literacy and spending habits. As the in-game purchases market continues to grow, the need for regulatory oversight becomes increasingly urgent.

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