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Image header Agence Europe
Europe Daily Bulletin No. 13483
Contents Publication in full By article 17 / 30
SECTORAL POLICIES / Consumers

BEUC tackles virtual currencies in video games

In a press release dated Thursday 12 September, the European Consumer Organisation (BEUC) announced that it had lodged a complaint with the European consumer protection authorities concerning certain monetary practices used by major video game companies.

BEUC and the 22 other signatory associations accuse games such as Fortnite, EA Sports FC 24, Minecraft and Clash of Clans of using their own in-game currencies. The association believes that “the lack of transparency” regarding the real price of game currencies and “the need to purchase extra currencies” is leading consumers to “spend more”.

These virtual currencies, used to buy components inherent in the game, are particularly damaging for young players, who are more vulnerable to the “unfair tactics” denounced by BEUC.

Data shows that children in Europe are spending on average €39 per month on in-game purchases. While they are among the ones playing the most, they have limited financial literacy and are easily swayed by virtual currencies”, warns the association in its press release.

BEUC believes that these video games “infringe EU consumer protection legislation”.

More than half of EU consumers play video games regularly, with this figure rising to 84% for 11-14 year-olds. In 2020, in-game purchases generated more than $50 billion worldwide, around a quarter of the video game market’s revenues.

See the BEUC press release: https://aeur.eu/f/dfz (Original version in French by Isalia Stieffatre)

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