strange headache
Banned
The European Consumer Organization has released a fascinating in-depth report on the predatory monetization in video games and the widespread exploitative practices in the video games industry. The report represents a joint political effort from 20 European countries to put an end to these manipulative microtransactions:
The report does a good job at highlighting the specific issues of lootbox monetization and how MTX are exploiting consumers through by fostering addiction and exploiting vulnerable groups:
Based on these issues, they present the following demands to regulators and policymakers in order to demand legislation to go forward :
The full report is available here:
20 European consumer organisations from 18 countries (all members of BEUC)1, jointly call for more protection of European consumers and further regulation on loot boxes, asking their governments and consumer protection authorities to take action.
The report does a good job at highlighting the specific issues of lootbox monetization and how MTX are exploiting consumers through by fostering addiction and exploiting vulnerable groups:
- Exploiting cognitive biases and vulnerabilities through deceptive design.
- Using aggressive marketing practices to push sales at every opportunity.
- Meaningless or misleading transparency disclosures about the likelihood to win or lose that are difficult to assess.
- Opaque algorithms and skewed probabilities
- Using layers of virtual currencies to mask or distort real-world monetary costs.
- Very high cost of freemium and endless grinding
- Risk of losing content at any time
- Targeting loot boxes and manipulative practices at kids
Based on these issues, they present the following demands to regulators and policymakers in order to demand legislation to go forward :
1. Video game companies must be banned from using deceptive design to exploit consumers. When consumers engage in video games, companies must ensure that their decisions are not impacted to the detriment of the consumer, by the design and operation of game.
2. All In-game purchases should always be denominated in real-world currency. At the very least, real-world currency values should be provided alongside virtual currencies, where virtual currencies are used.
3. Protection of minors:
a. Games likely to be accessed by minors must not offer loot boxes, or other randomized content in exchange for real money.b. Games likely to be accessed by minors should not contain “pay-to-win" mechanisms.
4. More transparency:
a. Researchers and regulators should have access to the algorithms and datasets that is are involved in the loot boxes to conduct independent research in the public interest.b. In cases where algorithmic decision-making is employed to influence consumer behaviour, the consumer must be explicitly informed. The disclosure must include information in plain language about what algorithms are trained to achieve and which factors are used. In addition, the consumer should have the option to use the game without algorithmically driven decision-making that aims to influence consumer behaviour.
5. Better and more enforcement:
a. Consumer enforcement authorities must have the necessary resources and expertise to take enforcement actions, thus, protecting consumers in digital markets, including protecting digital ownership.b. Consumer protection authorities should ensure that existing and future consumer rights are enforced in the gaming industry as well.
6. If other remedies do not alleviate the problems, consider a ban of paid loot boxes.
The full report is available here: