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Minecraft, Candy Crush Among 11 Games in EU Virtual Currency Crackdown

By Diego Whitfield · · 2 min read

The European Union has launched a coordinated crackdown on how popular video games handle in-game virtual currencies, naming 11 titles including Minecraft and Candy Crush in new consumer-protection guidelines. Notably, the rules focus on virtual currencies purchased with real money inside games and explicitly leave cryptocurrencies outside their scope.

What the EU Is Targeting

European regulators have set their sights on the opaque world of in-game currencies — the gems, coins, and premium tokens that players buy with real cash to unlock items or progress faster. The guidelines aim to ensure that gamers understand exactly what they are spending and what they are getting in return.

Eleven games have been flagged in the effort, among them household names like Minecraft and Candy Crush. These titles rely heavily on virtual currency systems that regulators argue can obscure the true cost of purchases, particularly for younger and more vulnerable players.

The rules target the gems and coins players buy with real money, not the crypto tokens that increasingly populate gaming ecosystems.

The core concern centers on transparency. When players convert real money into virtual tokens, the relationship between the price paid and the value received can become deliberately murky, making it harder for consumers to make informed decisions.

The Crypto Carve-Out

Crucially, the new framework was written with traditional in-game currencies in mind — currencies that are bought directly with real-world money. That design choice means cryptocurrencies and blockchain-based gaming tokens fall outside the regime entirely.

This exclusion highlights a growing gap between how regulators treat conventional gaming economies and the emerging world of crypto-powered games. Tokens tied to blockchain assets operate under a different set of assumptions and often a separate regulatory conversation altogether.

Key points of the guidelines include:

  • A focus on 11 named games, including Minecraft and Candy Crush
  • An emphasis on transparency around real-money purchases of virtual currency
  • A clear exclusion of cryptocurrencies from the rules

For the broader crypto and gaming sector, the carve-out leaves open questions about how blockchain-based in-game assets will eventually be governed as the lines between traditional and decentralized gaming continue to blur.

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