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The manipulative tactics listed in the article:
- Consumers cannot see the real cost of digital items, leading to overspending: the lack of price transparency of premium in-game currencies and the need to buy extra currency in bundles pushes consumers to spend more. In-game purchases should always be displayed in real money (e.g.: Euro), or at least they should display the equivalence in real-world currency.
- Companies’ claims that gamers prefer in-game premium currencies are wrong: Many consumers find this unnecessary step misleading and prefer buying items directly with real money.
- Consumers are often denied their rights when using premium in-game currencies, tied to unfair terms favouring game developers.
- Children are even more vulnerable to these manipulative tactics. Data shows that children in Europe are spending on average €39 per month on in-game purchases. While they are among the ones playing the most, they have limited financial literacy and are easily swayed by virtual currencies.
Having to buy a number of in game coins that doesn’t match the price of items should be illegal
All of these would be fixed by banning in game purchases with real money.