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Key principles on in-game virtual currencies | European Commission

commission.europa.eu

Key principles on in-game virtual currencies | European Commission

Quoting someone from another site:

Some key things:

  1. The real world price must be displayed for the item, not just the currency (ie, an outfit should say $24 next to it, not just 2800 vbucks).
  2. Currencies must be exactly matchable to purchase amounts, so no 1000 point packages for 800 point items to leave 200 extra

It’s nice to see some government documents that genuinely understand how these currencies are being used in manipulative ways.

12 comments
  • Quite the big step for gaming rights in the EU. In the last page, the document also mentions "whales" as "vulnerable people", adding that a game targeting them specifically may run afoul of EU legislation when precaution are not taken to protect them from their impulses.

    This may have a gigantic ripple effect in the industry -- or it may not, if the industry decides that targeting whales in the US and China is more profitable than bowing to the EU.

  • finally.

    literally why is anarchist NA not doing their jobs here... same with the apple/google offensive just a couple days ago people need to preassure from within, EU can only do so much

  • I guess guidelines are a decent start, the part that's gonna be tricky is getting the gaming industry to follow them.

    • what's hard here, either you follow the rules or you get disabled in EU markets - your loss

      • The gaming industry is gonna fight this every step of the way. There's gonna be lobbying, kicking and screaming; and no it's certainly not as simple as "follow the rules or get banned". First off because you can't just ban games by flicking your fingers, there's thousands of games and dozens of distributing platforms. Secondly because the goal isn't to remove them from the market but to get them to play ball.

12 comments