Rules regarding in-game purchases
Game providers are eager to tempt players into spending money in their games. However, it is important that players are not misled into making in-game purchases. That is why there are rules in place for the use of in-game sales techniques. Aggressive and unfair commercial practices are not allowed. Consumers must be able to make well-informed decisions regarding purchases.
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Business models
There are different business models for games. The most common ones are:
In-game sales techniques
Game providers really want players that are involved. That is why they stimulate players to spend money within the game. To that end, they often use different techniques, for example:
- Personalized pricing
- Micro-transactions
- Using other currencies
- Hidden advertising
- Loot boxes
- Algorithms that determine the best sales strategy
- Limited-time offers
The more time, effort and money players have put into a game, the likelier it becomes that sales techniques will have an effect on them. In that context, the ‘sunk cost fallacy’ also plays a role: once you have invested in a game, you are less likely to quit that game and start a new one. Moreover, people often act impulsively when playing games. They are immersed in a game, and are thus not so alert to sales techniques as consumers in a store (online or brick-and-mortar) are.
Rules regarding in-game sales techniques
These kinds of techniques are allowed, as long as they do not mislead players into making purchases. In addition, players cannot be put under so much pressure that they are unable to make a well-informed decision. If you sell items or services within a game, you must comply with certain rules. Aggressive and unfair commercial practices are not allowed.
That is the case, for example, if games exploit the vulnerabilities of players, for example, by matching players with different skill levels. Novice players will then want to make more purchases in order to progress within the game.
What exactly constitutes an aggressive or unfair practice may vary in each situation. For example, ACM is very strict when assessing practices involving minors (17 or younger). They are often more sensitive to persuasion techniques. And they are often also prone to FOMO (fear of missing out), which is a very strong incentive to deciding to make in-game purchases. Game providers cannot directly encourage minors to make in-game purchases.
More info: links and footnotes
In-game stores
Players are often able to make purchases within games. Game developers create in-game stores. If you use such an in-game store, you need to comply with certain rules. Aggressive and unfair commercial practices are not allowed, just like with any other online store. It is important that you do not mislead consumers into buying something. In addition, do not put so much pressure on players that they are no longer able to make an informed decision.
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What exactly constitutes an aggressive or unfair practice may vary in each situation. Do many children (players under 18) play the game? If so, ACM will be extra strict in its assessment. That means you need to be mindful of the target audience of your game. In that context, it will help if you conduct a study into your player base, and how this group responds to any changes you make to the in-game store.
What is required and what is not allowed?
Tips
Examples
Relevant regulations
Explanation of regulations
Enforcement
In-game currency
Many online stores, apps, and games use their own currency. With those currencies, players are, for example, able to buy items, take out subscriptions, or unlock additional game content. If you use in-game currency, you will need to comply with certain rules. It is important that your use of in-game currency does not mislead consumers. They must be able to make an informed decision about any purchases.
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Consumers are often able to earn currency in games, for example by simply playing the game or by actually buying in-game currency with real money such as euros. Consumers are able to spend in-game currency in the game’s online store or an in-game store. If consumers buy something with currencies other than euros, the connection with real money will be less strong. The threshold to spend money is thus lower.
What is required and what is not allowed?
Tips
Examples
Relevant regulations
- Title 5, section 2B of the Dutch Civil Code, Book 6 (Provisions regarding distance-selling agreements between traders and consumers) (in Dutch)
- Title 3, section 3A of the Dutch Civil Code, Book 6 (Unfair commercial practices) (in Dutch)
Explanation of regulations
Enforcement
Loot boxes
Players must be able to make informed decisions about purchases. If they cannot, it may be considered a misleading practice. That is why there are rules in place for when you offer loot boxes. Always state the price, including in a real currency. Indicate the odds of winning a specific item from a loot box, and do not pressure players into buying loot boxes.
Players can win or buy loot boxes. Loot boxes are virtual boxes that contain items and in-game customization options such as weapons or outfits for online characters. The contents of each box are only revealed after players have opened their boxes. Players often do not know the odds of winning items from loot boxes. However, you must be transparent about those odds. The gambling aspect of loot boxes (not knowing what items the loot boxes contain) exploits the vulnerabilities of players.
A loot box is often a small purchase involving a couple of euros. However, players often buy multiple loot boxes as time goes by. That can add up significantly. You must be transparent about the costs, and you must state them in a real currency. You must do so whenever a loot box is offered, and on the checkout screen of transactions, even if loot boxes can only be bought with an in-game currency.
In addition, keep in mind the time and place where you offer loot boxes. Do not pressure players by offering loot boxes when they are vulnerable, because it is important that players are able to make an informed decision about the purchase of a loot box.
What is required and what is not allowed?
Tips
Examples
Relevant regulations
- Title 3, section 3A of the Dutch Civil Code, Book 6 (Unfair commercial practices) (in Dutch)
- Title 5, section 2B of the Dutch Civil Code, Book 6 (Provisions regarding distance-selling agreements between traders and consumers) (in Dutch)
- Dutch Betting and Gaming Act (in exceptional cases) (in Dutch)
Explanation of regulations
More info: links and footnotes
Promoting games as ‘free’
It is important that players of games know what they can expect. Is a game completely free or is it possible that players need to make purchases after downloading the game for free? Be clear about such details. You cannot mislead players. It is misleading to let players believe that a game is free, when it is not. That is why you need to comply with certain rules if you promote your game as free.
Game developers often say that their games are free. However, players sometimes can or need to make in-game purchases after downloading the game for free, for example, game content or add-ons such as virtual items, weapons, cosmetic items, skins or in-game currency. Such games use a ‘free-to-play’ or ‘freemium’ business model.
Most of these purchases involve small amounts of money. That is why such purchases are also called microtransactions. Microtransactions are sometimes required in order to progress in the game, but this is not always the case. Purchases are sometimes not required, but the game does exert social pressure on players to make purchases, or the game exploits the players’ ‘fear of missing out’ (FOMO) by encouraging them to buy items. In such situations as well, games cannot be promoted as ‘free’.
Misleading practices are not allowed. Therefore, explain clearly to players what costs they can expect.
What is required and what is not allowed?
Tips
Examples
Relevant regulations
- Title 3, section 3A of the Dutch Civil Code, Book 6 (Unfair commercial practices) (in Dutch)
- Title 5, section 2B of the Dutch Civil Code, Book 6 (Provisions regarding distance-selling agreements between traders and consumers) (in Dutch)
Enforcement
More info: links and footnotes
- The example is based on the common legal position of the national authorities within CPC regarding online games in 2013: “ Common position of national authorities within the CPC".
In-game payment settings
Before making a purchase, consumers must know what they can expect. That also applies to purchases of games and within games. It is important that consumers are not misled. Therefore, make sure that the default setting in your game is that players must always give their consent to any purchase, and that this safe default setting can only be changed with their consent.
Design your game in such a way that players deliberately choose to make a purchase. Present information in a logical location and in a fair manner. Furthermore, create an additional threshold in games that are played by children, which prevents children from making any purchases without their parents’ consent.
What is required and what is not allowed?
Tips
Examples
Relevant regulations
- Title 3, section 3A of the Dutch Civil Code, Book 6 (unfair commercial practices) (in Dutch)
- Title 5, section 2B of the Dutch Civil Code, Book 6, section 1 (general provisions) (in Dutch), in particular Section 6:230j: which states that, without their explicit consent, consumers are not bound by any obligation to make an additional monetary payment for obtaining a performance that is not part of the core of the performance. Explicit consent cannot be inferred from the use of standard options that consumers must decline.
- Title 5, section 2B of the Dutch Civil Code, Book 6, section 3 (provisions regarding distance-selling agreements between traders and consumers) (in Dutch), in particular Section 6:230m under e, which requires you to state with the product what the total price of the items or services is, including all taxes, or, if the price cannot be reasonably calculated in advance due to the nature of the item or service, the method used to calculate the price, and, if applicable, all additional shipping, delivery or postal costs and any other costs or, if these costs cannot be reasonably calculated in advance, the fact that such additional costs may be owed.
- itle 5, section 3 of the Dutch Civil Code, Book 6 (general conditions) (in Dutch)
Enforcement
More info: links and footnotes
- Common legal position of the national authorities within CPC regarding online games in 2013: “Common position of national authorities within the CPC.
- In these guidelines, see also the chapter on Default settings.