A conflict over in-game purchases and gambling-like mechanics in video games is coming to a head within the European Union. Through a revision of the Digital Fairness Act, the European Commission is planning stricter regulations against manipulative practices, but faces fierce resistance from the gaming industry. For gamers, and especially parents of minors, the proposed measures could trigger sweeping changes across popular titles.
Power Struggle Within the European Commission
Behind the scenes, different departments within the European Commission are currently wrestling over the direction of the draft legislation. The consumer protection department, led by EU Commissioner Michael McGrath, is pushing for binding rules and clear prohibitions. Meanwhile, internal documents reveal that the Directorate-General for Communications Networks, Content and Technology is pushing back, arguing that the burgeoning European tech sector should not be burdened with rigid mandates and instead advocating for closer co-regulation alongside the industry.
Both the European Parliament and the German Bundesrat have long called for an explicit ban on gambling-like elements in games accessible to minors. Previous consumer protection measures have largely fallen short; notable fines against developers have been rare despite repeated complaints. While social media networks face tighter scrutiny under existing regulations—such as Meta’s multi-billion-dollar settlement over youth protection—the gaming industry has so far remained largely untouched by comparable interventions.
A Multi-Billion-Dollar Business Built on Virtual Surprise Boxes
At the core of the debate are so-called loot boxes—digital treasure chests whose contents players receive at random only after purchasing them—alongside dark patterns. These are deliberately manipulative user interface design practices engineered to psychologically nudge players into spending money. Games like Genshin Impact and EA Sports FC rely heavily on in-game currencies that disguise real-world costs and repeatedly encourage microtransactions, particularly among young players.
For publishers, the financial stakes are massive: Boston Consulting estimates the global gaming industry generates more than $280 billion annually. A major share stems from microtransactions and free-to-play titles funded entirely through in-game monetization. In Europe alone, the market volume for in-game purchases is estimated at between 20 and 40 billion euros.
Publishers such as Electronic Arts, Microsoft, and Supercell are fiercely pushing back against regulatory bans. In discussions with the EU, Electronic Arts stressed that a loot box ban would force a fundamental redesign of blockbuster hits like EA Sports FC. Industry trade groups argue that strict regulations stifle innovation, urging regulators instead to rely on the European PEGI rating system and parental responsibility.
What Consumers and Parents Can Do Right Now
Until the European Commission puts forward its final draft legislation and it passes through the full legislative process, no new bans are in effect. Players and parents should therefore implement their own safeguards:
- Enable purchase restrictions: On consoles, smartphones, and PC platforms, in-game purchases can be locked behind a PIN or disabled altogether via family settings.
- Remove stored payment details: Credit cards or PayPal accounts saved on devices used by children should be removed.
- Use gift cards instead of payment credentials: If in-game purchases are allowed, setting fixed budgets via prepaid cards can prevent uncontrolled spending.
Sources: Heise – News, Heise – Netzpolitik









