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Industry / Policy

EU Digital Fairness Act Proposal Could Transform Loot Boxes, Virtual Currency and Free-to-Play Game Design

By GFA Staff
3 min
GameForceAsia editorial report card for the EU Digital Fairness Act proposal on loot boxes and virtual currency.

The European Commission's proposed Digital Fairness Act could introduce substantial new restrictions affecting free-to-play videogames, virtual currencies, loot boxes and other forms of digital monetisation. The proposal, discussed in industry reporting published November 13, aims to strengthen consumer protection across the European Union by addressing practices that encourage excessive spending or manipulate users into making purchases.

The measures under consideration include clearer disclosure of real-money prices when games use virtual currencies, restrictions on personalised advertising involving minors and stronger controls over recurring subscriptions. The proposal would prohibit selling loot boxes to minors and require additional transparency for adults, including information about possible rewards and their probabilities. Virtual currency systems in products targeting children could also be disabled by default until authorised by a parent or guardian.

Engagement mechanics and legislative status

Another important element concerns design features intended to encourage repeated engagement, including certain notification systems and reward streaks. Consumers could gain stronger rights to disable mechanics considered unnecessarily addictive or manipulative. For developers, these changes could have significant consequences because many live-service games rely on recurring purchases and elaborate engagement systems to support continuing development. Publishers operating internationally may need different systems for European customers or may choose to adopt common rules across their global products.

However, the Digital Fairness Act remains a proposal, not an enacted law. Its final wording, implementation timetable and practical requirements may change through the legislative process. The distinction matters because complicated proposals can generate misleading headlines when possible restrictions are described as regulations already in force.

The broader debate concerns whether digital entertainment can remain commercially sustainable while providing stronger consumer protections. Publishers may soon discover that explaining the real price of imaginary currency is considerably more complicated than inventing another colourful collection of premium gems.

Read more global industry policy analysis on GameForceAsia.

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