In-game purchases & virtual currenciesEU takes action against rip-offs in mobile games

It has long been an open secret that many manipulative tricks are used, especially in mobile games for smartphones and tablets. Players are persuaded to use the app more often and for longer periods of time in order to spend as much money as possible. Children and young people are also the victims of these practices. Many of these mobile games are available for free and their design makes them attractive to children. The European Commission's Consumer Protection Network has now presented guidelines to prevent rip-offs in video games in the future.

At klicksafe.de, we have already reported several times on the many manipulative designs in mobile games. For example in our podcast "Do mobile games manipulate our children?". Or in our information on individual popular games, such as for example FC Mobile. Stiftung Warentest also tested the most popular game apps for children last year and came to the conclusion that most of them were unacceptable.

However, there is now hope that at least some of these manipulative practices will be put a stop to in the European Union. Last week, the European Commission's Consumer Protection Cooperation Network published Guidelines for virtual currencies in games. This network is an association of consumer protection organizations throughout Europe. Germany is represented by the Federal Association of Consumer Organizations and the Centre for Combating Unfair Competition. The aim of the network is to ensure uniform consumer protection throughout Europe and to take united action against practices that are detrimental to EU citizens.

What do the new guidelines say?

The new guidelines of the Consumer Protection Cooperation Network are divided into seven main points, which set out the following requirements:

  1. Prices must be stated clearly and transparently.
  2. The concealment of real costs of content and services should be avoided.
  3. Consumers should not be forced to buy unwanted virtual currencies.
  4. Consumers should receive clear and understandable information before concluding a purchase contract 
  5. Consumers' right of return should be respected.
  6. Sales contracts should be formulated fairly and in easy-to-understand language.
  7. The design and content of games should take into account that people with disabilities and vulnerabilities also use them.

The 8-page document gives many examples of how these rules affect games and which manipulative techniques must now be avoided. In future, the price of a virtual item should no longer be quoted exclusively in a virtual fantasy currency (such as crystals or diamonds). The real price in euros should always be clearly visible next to it.

It should also no longer be possible in future for virtual currencies to be offered only in packages, forcing consumers to buy higher amounts than they actually need.

The seventh point is particularly relevant for children and young people. As they are still developing and may not have developed enough financial skills or impulse control, they are considered a vulnerable group. Game providers must therefore not only ensure that there are safe default settings and opportunities for parental supervision and control. They should also prevent their games from deliberately exploiting these vulnerabilities.

Are the new guidelines mandatory for game providers?

All points in the guideline explicitly refer to applicable European law. For example, to the Unfair Commercial Practices Directive. However, the Consumer Protection Cooperation Network also makes it clear that a breach of the new guidelines does not automatically constitute a breach of the law. Only courts can determine whether European or national law has been violated. However, the guidelines can be seen as a clear signal to providers that consumer protection organizations are prepared to take legal action in the future against companies that continue to use manipulative techniques to the detriment of consumers in their games.

What do video game providers say about the guidelines?

The business with in-game purchases is now a global market worth billions. global market worth billions. Against this background, it is not surprising that the games industry sees no reason to change anything about the current situation. Just one day after the guidelines were published, the European Game Developers Federation issued a statement issued a statement. The German industry association GAME is also part of this association. The European Game Developers Federation sees no reason for changes, as the existing protective measures and voluntary commitments are sufficient. It also doubts whether the legal interpretation of European consumer protection law in the guidelines is correct. This is now to be examined.

The Short Report No. 12 on monetization models in online games examined how children and young people themselves view unfair business practices in mobile games. 65 children between the ages of 12 and 14 took part in group workshops in which money spent on online games was discussed. The short report was realized in the project ACT ON! of the JFF - Institute for Media Education in Research and Practice.

→ Short Report No. 12: "So most of the time your money is gone when you buy FIFA packs." How 12 to 14-year-olds deal with monetization models in online games

Further information for parents and professionals on manipulation in games