Live-service, freemium and gacha games remain some of the highest-earning parts of the games industry. With titles such as Fortnite and Roblox widely played by children, consumer-protection authorities are examining monetisation systems that can make spending difficult to understand or control.
The European Union has announced action involving ten companies: Activision Blizzard, Mojang, Ubisoft, Riot Games, Crytek, Supercell, InnoGames, King, Plarium and Playrix. The coordinated work is being led by Italy’s Competition Authority and focuses on several long-running concerns surrounding in-game purchases. The announced it will be taking actions against the companies.
Why virtual currencies are under scrutiny
A central issue is the use of platform-specific currencies. These systems have been familiar since the WiiWare and Xbox Live Arcade era, when players often had to purchase a fixed bundle rather than pay the exact amount required for an item. A player might buy enough currency for a cosmetic item or upgrade, only to discover that the purchase leaves a small balance that cannot be spent.
The resulting leftover balance can encourage another purchase, even when the player originally intended to buy only one item. That concern sits alongside broader questions about how clearly games communicate prices and how easily parents can supervise spending.
“In-game purchases (such as cosmetic upgrades and weapon upgrade packs) are often priced in currencies other than euros,” reads the press release, “but ultimately involve– a payment in euros, either directly or indirectly, via multiple virtual currencies… This is accompanied by other game-design mechanisms (such as selling virtual currency in bundles), the use of dark patterns, inadequate parental controls, and a lack of assistance when accounts are blocked.”
Fortnite has already started changing its approach
Fortnite is not included in the ten-company action. Epic has announced that, from this month, players will be able to spend “exact amounts” of V-Bucks on selected purchases. The change does not apply on PlayStation.
Using fictional currency to represent real-money spending was once common across digital games. Many large publishers have since adjusted their systems, but the practice has not disappeared entirely. The EU’s concerns include games such as Call of Duty, suggesting that further changes may be expected across major live-service franchises.
A wider consumer-protection push
The virtual-currency investigation is part of a broader international focus on game design and digital purchases. During the year, consumer authorities have also examined gambling-like mechanics in age ratings, including questions involving Mario Kart, and have worked to establish clearer expectations around digital ownership.
For arcade fans, the issue highlights the contrast between transparent, one-off play and modern systems built around ongoing digital spending. Whether you are comparing an arcade machine, planning a home setup with a compact bartop arcade or researching a build through the arcade machine buying guide, the cost is generally easier to identify before you commit.
As regulators continue reviewing monetisation practices, publishers may face greater pressure to show prices clearly, improve parental controls and reduce the friction created by unused virtual-currency balances. Follow more arcade industry news from RETROCADE.



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