EU Regulators Investigate Gaming Companies Over Spending
Authorities are reviewing whether virtual currency and in-game purchase practices comply with consumer protection standards.
Updated on Oct. 28, 2026 in Gaming

Live Poll
Should regulators impose stricter rules on video game companies to protect children from excessive digital spending?
On September 30, 2026, the European Commission and the Consumer Protection Cooperation Network launched a coordinated investigation into nine video game companies. The probe examines whether virtual currency and in-game purchase systems are designed to mislead consumers regarding costs.
Why it matters
Regulators are concerned about marketing tactics that may exploit players, particularly children, into purchasing excessive amounts of digital currency. This action aims to ensure that companies adhere to principles regarding the transparency of in-game financial transactions.
In 2025, the gaming industry in Cyprus operated 415 companies generating an estimated €3.2 billion in total revenue. Global gaming industry revenue is projected to reach $213.9 billion in 2026.
The players
European Commission
This is the executive branch of the European Union responsible for proposing legislation and enforcing the bloc's regulatory standards.
Consumer Protection Cooperation Network
This is a network of authorities from across the European Union responsible for the enforcement of consumer protection laws.
Roblox
This is a global online game platform and game creation system that was designated as a Very Large Online Platform under the Digital Services Act in 2026.
The details
The investigation specifically targets how digital goods are presented, focusing on whether publishers encourage users to buy more virtual currency than is actually needed. Titles under scrutiny include major industry players like Minecraft, Candy Crush Saga, Clash of Clans, and Valorant.
Timeline
In 2024, 37 per cent of Cypriot students aged 15 and 16 were in the gaming high-risk range.
The European Commission adopted virtual currency principles in March 2025.
In the first quarter of 2025, 9.4 per cent of online shoppers in Cyprus purchased digital gaming items.
In August 2026, the Commission designated Roblox as a Very Large Online Platform.
Regulators announced the coordinated investigation on September 30, 2026.
Culture Shift
The investigation follows the European Commission's recent implementation of the Digital Services Act to regulate large digital platforms. This move reflects a broader societal shift toward stricter oversight of digital environments to protect younger consumers from predatory monetization.
The investigation may result in changes to how players interact with in-game stores and virtual currency systems. Consumers should expect increased transparency regarding the true cost of digital items in future game updates.
The takeaway
Regulators are increasingly focused on the intersection of child safety and digital commerce models. Players should carefully review their in-game purchase settings to avoid unintentional overspending while these policies evolve.
Further reading
For more on the current state of the industry, visit the Gaming section.
Source note: This article includes information reported by Cyprus Mail.
Live Poll
Should regulators impose stricter rules on video game companies to protect children from excessive digital spending?







