EU consumer authorities target game currencies, excluding cryptocurrencies from 14-day rules

  • European consumer authorities opened coordinated actions over virtual-currency sales by major game companies.
  • Fourteen days is the stated withdrawal period for purchased but unused virtual currency.
  • The principles were published in March 2025 after industry workshops in June and September 2025.

European consumer authorities have launched coordinated enforcement actions over the sale and pricing of in-game virtual currencies, with the European Commission describing eleven actions involving ten video game companies. An opening brief described the effort as nine actions against nine companies, while the Commission’s detailed statement named Activision Blizzard UK, Crytek, InnoGames, King.com, Mojang, Plarium Europe, PLR Worldwide Sales, Riot Games, Supercell and Ubisoft EMEA. The selected games include Diablo Immortal, Call of Duty Mobile, Hunt: Showdown 1896, Forge of Empires, Candy Crush Saga, Minecraft, Mech Arena, Gardenscapes, Valorant, Clash of Clans and For Honor. The actions apply principles published in March 2025 requiring prominent real-world pricing, clearer currency conversions and a 14-day right of withdrawal for purchased but unused virtual currency. They also address mismatched bundles, unilateral currency-value changes, uncontestable account closures, loot boxes (randomized in-game rewards), dark patterns (designs that steer user choices), aggressive sales practices and direct appeals to children. Cryptocurrencies and comparable encrypted alternative payment currencies are excluded, as are currencies that can only be earned through gameplay. The framework focuses on virtual currencies purchased with real money inside closed game economies. Children and high spenders, known as whales, are treated as vulnerable groups. In the Activision Blizzard case, authorities are also examining data collection, addictive design, default parental controls and account blocking. The Consumer Protection Cooperation Network held industry workshops in June and September 2025 and said many companies had made no substantive changes despite the guidance and years of discussions; it credited PEGI with some improvements but said self-regulation often misses the core harmful practices.

The information on this website is generated using AI and we cannot guarantee its accuracy. Please use it as reference information only.