The European consumer protection cooperation network, known as CPC, has decided to move from talk to action and has scrutinized the virtual currency systems of a dozen video game companies. Among the affected titles are popular names such as Minecraft, Candy Crush, Clash of Clans, Valorant, and Call of Duty Mobile , as well as others like Diablo Immortal, For Honor, Gardenscapes, Forge of Empires, Mech Arena, and Hunt: Showdown 1896.
This is a significant issue for European players, as these in-game currencies—gems, credits, tokens, or points—have become the gateway to skins, season passes, upgrades, and extra content . The investigation seeks to clarify whether the sales process is transparent and respects the rights of in-game buyers, with particular attention to minors.
Brussels makes a move after a fruitless dialogue

The CPC, which coordinates the national consumer authorities of the 27 member states with the support of the European Commission, already held talks with the sector during 2025. Those talks did not convince Brussels , which believes that the expected changes did not materialize, so now a more formal supervision phase has begun.
The companies named are Activision Blizzard, Crytek, InnoGames, King, Mojang, Plarium, PLR Worldwide Sales, Riot Games, Supercell, and Ubisoft . The review does not imply that an infringement has been proven, but it does require these companies to explain how they sell their currencies, how they collect personal data, and what mechanisms they offer to prevent abuse.
The actions are based on the Community principles on virtual currencies published in March 2025. These criteria are not a new law, but they mark the interpretation that the authorities make of consumer regulations: clear prices, fair conditions and reinforced protection for users, especially if they are children or adolescents.
Michael McGrath, Commissioner for Justice and Consumer Protection, has pointed out that the video game industry has a significant impact on the European digital economy and on citizens' daily lives. According to his statement, this size also implies responsibility: games must not expose players to harmful or unfair practices , and regulations must be followed.
What are the requirements for companies dealing with virtual currencies?

One of the focuses is on how prices are presented. Authorities want players to be able to see the actual cost in euros of what they're buying, without having to make complicated conversions between different currencies or credit packages.
The problem arises when an item costs, for example, 750 units and the minimum bundle includes 1.000. This discrepancy forces players to buy more currency than necessary and leaves a balance that can lead to further purchases. Therefore, players are advised to avoid using multiple currencies that obscure the true price and to refrain from forcing them to buy unwanted amounts to progress or enjoy the game.
They also demand clear information before payment, transparent contractual terms, and notification of the right of withdrawal. In the European context, this right allows for cancellation of the purchase within 14 days , even if the virtual currency has not yet been spent, something that is not always well explained in the in-store shopping centers.
Protecting vulnerable consumers is a key priority. Companies must ensure their games don't exploit young people's lack of experience or their susceptibility to being tempted by limited-time offers or daily rewards. Parental controls and default settings are other areas authorities want to review.
Children, reward boxes, and designs that encourage spending
Loot boxes are viewed with suspicion when they reach minors. In these cases, the player pays without knowing exactly what item they will receive, a practice that authorities compare to opaque forms of consumption and that some studies have linked to problem gambling and online betting, although without demonstrating a cause-and-effect relationship.
In addition to checkout, CPC scrutinizes so-called dark patterns: interfaces that steer users toward purchases, timers that create a sense of urgency, a false sense of scarcity, and messages that directly encourage children to spend. The speed of the checkout process , with saved cards and one-click purchases, reduces friction and makes it easier for spending to spiral out of control.
In Spain, almost half the population plays video games, according to data from the Spanish Association of Video Games, so these practices affect a huge number of people. For many families, the key lies in distinguishing between responsible leisure and impulsive spending within games that combine free downloads, subscriptions, and in-app purchases.

What might happen now and how will it affect your wallet?
At the moment, there are no firm fines or final rulings. National authorities are responsible for accepting any commitments from companies and, if they do not correct their practices, could impose sanctions. Therefore, this is not a pre-trial condemnation , but rather a coordinated review to verify whether the design of in-store shops complies with European regulations.
For the player, the consequence Brussels is aiming for is simple: that buying something within a video game should be as straightforward as buying it outside of it. If an item costs real money, this should be clearly displayed before confirming the transaction ; if there are multiple currencies, the price shouldn't be hidden; and if the player is a minor, the controls should work without relying on the parents' good memory.
The review also highlights useful daily habits: setting a monthly limit for digital entertainment, checking auto-renewing subscriptions, and converting virtual currency to euros before making a purchase. These small decisions add up and, in the end, make the difference between enjoying a game and discovering an unexpected hole in your bank account.
The European debate on virtual currencies isn't about banning in-game purchases, but rather about ensuring users know what they're paying for and retain control. While authorities review major companies, transparency and the protection of minors will remain central to a discussion affecting titles with millions of players in Spain and the rest of Europe.
