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Monetization & Consumer Law9 min read

In-Game Virtual Currency in the EU: What Game Studios Need to Know

Virtual currency can simplify pricing and support a durable in-game economy. It can also obscure real cost, create unusable balances and intensify pressure on children. European consumer authorities are now treating those features as design and compliance questions, not merely matters for the terms of service.

Virtual currency can simplify pricing and support a durable in-game economy. It can also obscure real cost, create unusable balances and intensify pressure on children. European consumer authorities are now treating those features as design and compliance questions, not merely matters for the terms of service.

In March 2025, the EU Consumer Protection Cooperation Network published key principles for in-game virtual currencies. They are not a new standalone statute, but they show how existing EU consumer rules are likely to be interpreted and enforced.

Display the real-money price clearly

Players should understand what an item costs without performing mental arithmetic. If an offer is shown as 1,200 gems, the interface should also communicate the corresponding real-money amount clearly and at the relevant decision point. The concern increases where exchange rates vary by bundle or bonus currency makes conversion ambiguous.

Studios should inventory every purchase path: store cards, pop-ups, battle-pass screens, limited-time offers, web shops and platform overlays. A compliant price on one page does not cure a misleading final step elsewhere.

Clarity also requires consistent treatment of taxes, local currencies and discounts. “Was €9.99, now 800 coins” can mislead if the reference price or conversion is not genuine.

Avoid bundles designed to leave stranded balances

A common model sells currency only in packs that do not match item prices. Players must overbuy, retain a residual balance and may be encouraged to make another purchase. EU authorities have specifically questioned practices that force consumers to buy unwanted virtual currency or conceal the amount they are spending.

The legal risk is not determined by one mathematical mismatch. Review the system as a whole: available pack sizes, ability to buy exact amounts, frequency of residual balances, refund options and how the interface uses those balances to stimulate further spending.

Virtual currency should serve a legitimate product function. If its principal effect is to weaken price perception or create artificial sunk cost, the design is harder to defend.

Treat urgency and scarcity claims as factual statements

Countdown timers, rotating stores and “last chance” notices affect transactional decisions. They should reflect reality. A timer that resets, an item that immediately returns or a discount without a genuine prior price can create unfair-commercial-practice exposure.

Document the commercial logic for limited offers and test what the player sees when the timer expires. Live-operations teams should not be able to deploy scarcity messaging without an approval process and evidence trail.

Withdrawal and refunds cannot be drafted away casually

EU consumers generally have withdrawal rights in distance contracts, subject to conditions and exceptions. Digital content can be supplied during the withdrawal period only within the applicable legal framework, including the consumer’s express consent and acknowledgment regarding loss of the withdrawal right where required.

A terms clause saying “all sales are final” is not a complete solution. The purchase flow, platform process and evidence of consent must work together. Studios should also distinguish statutory rights from discretionary goodwill refunds and platform-administered refunds.

If virtual currency is bought on one channel and spent on another, define which entity is the trader, who handles the request and how balances or consumed items are reversed.

Children require a different monetization analysis

EU consumer law expects traders to account for the vulnerabilities of the audience. Games attractive to children deserve additional scrutiny of prompts, social pressure, parental controls, random rewards and the ease of repeated purchases.

Do not assume that a general age rating establishes the age of every player. Product teams should coordinate age-assurance strategy, default settings and purchase controls. Language such as “Your team needs you” or designs that shame a child for not buying can be problematic even when the price itself is visible.

Privacy and consumer protection are connected here: collecting more identity data to establish age may itself be disproportionate. Use a risk-based, data-minimizing approach.

Expiry, closure and devaluation need governance

Players may accumulate currency over months or years. Terms should explain whether it expires, what happens when a title closes, whether balances transfer after migration and whether the studio can change conversion rates. Platform rules may impose additional restrictions; Apple, for example, states that purchased in-game currency may not expire.

Broad unilateral-change clauses do not remove fairness concerns. Material devaluation or abrupt closure can prompt refund claims and regulator interest. Build an end-of-life plan before the economy launches, including notices, final purchase cut-offs and treatment of unused balances.

Virtual currency can intersect with other regulation

Most closed-loop game currency is designed as a contractual entitlement usable only within a game. Features such as cash-out, transfer between users, trading on external markets or redemption for valuable goods can change the analysis. Depending on the model and jurisdiction, gambling, payment-services, anti-money-laundering or tax questions may arise.

Do not classify the system by its label. Map what users can actually acquire, transfer, convert and redeem—including unofficial markets the studio knowingly enables or supports.

A practical EU review for monetization teams

Before launch or a major economy redesign, test:

  • whether every offer communicates real-world cost at the point of choice;
  • whether pack sizes systematically create unwanted residual balances;
  • whether timers, discounts and scarcity statements are verifiable;
  • whether withdrawal, refunds and platform processes are aligned;
  • whether children encounter pressure, personalized nudges or uncontrolled spend;
  • whether purchased balances expire or lose value; and
  • whether transferability or cash-out changes the regulatory classification.

Legal review should happen inside the product flow, not only in a terms document. Screens, economy tables, analytics rules and customer-support scripts are all part of the compliance evidence.

Design transparency into the economy

EU enforcement is moving toward the experience of the player. A technically disclosed exchange rate will not cure a journey designed to obscure cost. Studios that make price, consent and balance treatment legible are better positioned with regulators, platforms and long-term players.

VERTEANA perspective: Cross-border game-industry decisions rarely belong to one legal discipline. VERTEANA helps studios, publishers, founders and investors coordinate contracts, IP, corporate structuring and market-entry risk. Start a private conversation.

What this guide covers

This practical overview addresses in-game virtual currency EU, including game monetization EU law, virtual currency consumer protection, in-game purchases legal, In-Game Virtual Currency in the EU: What Game Studios Need to Know, In-Game Virtual Currency in the EU: Legal Guide. Terminology varies between jurisdictions, so the analysis should follow the actual facts rather than a label used in a search query.

Frequently asked questions

What should you know about “Display the real-money price clearly”?

Players should understand what an item costs without performing mental arithmetic. If an offer is shown as 1,200 gems, the interface should also communicate the corresponding real-money amount clearly and at the relevant decision point. The concern increases where exchange rates vary by bundle or bonus currency makes conversion ambiguous. Studios should inventory every purchase path: store cards, pop-ups, battle-pass screens, limited-time offers, web shops and platform overlays.…

What should you know about “Avoid bundles designed to leave stranded balances”?

A common model sells currency only in packs that do not match item prices. Players must overbuy, retain a residual balance and may be encouraged to make another purchase. EU authorities have specifically questioned practices that force consumers to buy unwanted virtual currency or conceal the amount they are spending. The legal risk is not determined by one mathematical mismatch.…

What should you know about “Treat urgency and scarcity claims as factual statements”?

Countdown timers, rotating stores and “last chance” notices affect transactional decisions. They should reflect reality. A timer that resets, an item that immediately returns or a discount without a genuine prior price can create unfair-commercial-practice exposure. Document the commercial logic for limited offers and test what the player sees when the timer expires. Live-operations teams should not be able to deploy scarcity messaging without an approval process and evidence trail.

What should you know about “Withdrawal and refunds cannot be drafted away casually”?

EU consumers generally have withdrawal rights in distance contracts, subject to conditions and exceptions. Digital content can be supplied during the withdrawal period only within the applicable legal framework, including the consumer’s express consent and acknowledgment regarding loss of the withdrawal right where required. A terms clause saying “all sales are final” is not a complete solution. The purchase flow, platform process and evidence of consent must work together.…

What should you know about “Children require a different monetization analysis”?

EU consumer law expects traders to account for the vulnerabilities of the audience. Games attractive to children deserve additional scrutiny of prompts, social pressure, parental controls, random rewards and the ease of repeated purchases. Do not assume that a general age rating establishes the age of every player. Product teams should coordinate age-assurance strategy, default settings and purchase controls. Language such as “Your team needs you” or designs that shame a child for not buying can be problematic even when the price itself is visible.

What should you know about “Expiry, closure and devaluation need governance”?

Players may accumulate currency over months or years. Terms should explain whether it expires, what happens when a title closes, whether balances transfer after migration and whether the studio can change conversion rates. Platform rules may impose additional restrictions; Apple, for example, states that purchased in-game currency may not expire. Broad unilateral-change clauses do not remove fairness concerns. Material devaluation or abrupt closure can prompt refund claims and regulator interest.…

What should be checked first when dealing with in-game virtual currency EU?

Begin with the real facts and documents: the IP chain of title, developer and publisher agreements, milestones, platform rules, player data, monetisation, target markets, tax and payment flows. The correct sequence depends on the jurisdictions, counterparties and commercial objective involved.

When should professional advice be obtained about in-game virtual currency EU?

Advice is most useful before documents are signed, money or IP changes hands, a relocation occurs, a platform submission is made or a structure becomes difficult to reverse. Early review usually preserves more options.

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Your circumstances may change the answer.

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