A European consumer organization is suing to prohibit in-game transactions in games like Fortnite and Minecraft

 Video games are among the most profitable apps globally, generating over $50 billion annually, largely due to in-game purchases. However, the European Consumer Organisation (BEUC) accuses game publishers of "deceptively encouraging consumers," particularly children, to overspend on in-game content. 


Fortnite and Minecraft


BEUC has filed a complaint on behalf of consumer groups in 17 countries, targeting popular games like Fortnite, Clash of Clans, Minecraft, and EA Sports FC 24, for alleged unfair practices and violations of consumer protection laws.

The organization claims these games make it difficult for players to grasp the real costs of in-game purchases, leading to excessive spending. This issue is especially pronounced among gamers under 18, who reportedly spend an average of €39 monthly on such purchases. BEUC’s recommendations to European regulators include:

Banning paid in-game and in-app currencies, as highlighted in the Digital Fairness Fitness Check.

Factoring in-app purchases into game age ratings, limiting access for underage players.

Increasing transparency about the costs and implementing safeguards to make purchases clearer.

Agustín Reyna, BEUC’s director general, stated, “Consumers should not be misled into overspending, and deceptive practices must stop. Companies exploit children’s vulnerabilities to maximize profits.” BEUC insists purchases should be displayed in real currency to ensure transparency.

While companies like Microsoft, Supercell, and Epic Games did not comment, Video Games Europe, an industry group, defended the current practices. They argued that players understand in-game purchases and that their games comply with European consumer laws. The group also noted that many games allow players to enjoy substantial content without spending money, promoting fair and transparent purchasing principles.

BEUC's complaint highlights that in-game purchases generate more revenue than the film and music industries combined. With 84% of 11- to 14-year-olds in Europe playing video games, the issue raises concerns about financial literacy and spending habits among children.


Fortnite and Minecraft


This isn’t BEUC’s first confrontation over virtual currencies; in 2021, it challenged TikTok’s practices. Although TikTok made changes, BEUC remains dissatisfied and continues its advocacy. The new focus on video games could amplify attention to this issue and strengthen BEUC’s broader campaign for fairer consumer protections.

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