Available in
English
Half of all Europeans aged 6 to 64 play video games. Young people are particularly concerned, with around 3 in 4 children playing regularly. However, video games hide major issues for consumers. Harmful commercial practices are bursting into the sector: from loot boxes to deceptive designs, and from aggressive marketing to direct exhortation of children for in-game spending. One type of in-game purchase that is especially problematic to consumers, is the so-called in-game or in-app premium currency.