
"These practices, together with strategies that make it difficult for users to understand the real value of the virtual currency used in the game and the sale of in-game currency in bundles, may influence players as consumers - including minors - leading them to spend significant amounts, sometimes exceeding what is necessary to progress in the game and without being fully aware of the expenditure involved,"
"That isn't particularly surprising, however, as, unlike full-priced games, free-to-play games have long relied on loot boxes and sales of in-game cosmetics for monetization. Diablo Immortal, for example, offers in-game cosmetics, as well as currency that allows players to accelerate their progression and gain items for crafting, for as much as $200. Given the nature of the game, it's not unusual for many users to repeatedly spend on such items in the course of play."
AGCM launched two investigations into Microsoft's Activision Blizzard over alleged misleading and aggressive sales practices in Diablo Immortal and Call of Duty Mobile. The probes target design elements that induce prolonged play, especially among children, and urge users to make in-game purchases by creating a fear of missing rewards. Practices that obscure virtual currency value and sell currency in bundles may lead players, including minors, to spend significant amounts without full awareness of costs. Both games are marketed as free-to-play but offer paid cosmetics and progression currency. The regulator is also examining default parental controls and privacy consent settings.
Read at TechCrunch
Unable to calculate read time
Collection
[
|
...
]