CFPB reaches toward in-game video game market and its consumer protection issues

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On April 4, the CFPB released a report titled “Banking in video games and virtual worlds” that examined the gaming industry and the consumer financial systems that affect it. The Bureau’s report identified three key findings: (i) a network of financial products and services has entered the gaming industry to leverage and support the transfer of gaming assets and currency; (ii) the increased value of these assets has led to an increase of hacking attempts, account theft, scams, and unauthorized transactions; and (iii) the consumer data collected by gaming companies was bought, sold, and traded between companies, which can pose a risk to gaming customers. As a result, the CFPB will intend to monitor these issues in gaming and other such non-traditional markets to ensure companies comply with federal consumer financial protection laws.

The report noted that the proliferation of gaming and the evolution of the industry to offering in-game purchases and gaming assets has created the need for an infrastructure to enable fiat currency to flow into and out of games and virtual worlds. This can include transactions within the game, trading virtual items with other players, buying products on secondary markets, converting gaming assets to traditional currency, withdrawals of that currency, and/or using third parties to convert and withdraw the currency. As a result, companies have established financial products and services that increasingly resemble traditional financial products, like loans, payment processing, and money transmission. 

In addition to the gaming economy creating a relatively new and unregulated financial marketplace, the Bureau identified additional risks similar to those found in the traditional market surrounding fraud, identity theft, money laundering, and privacy. For example, the report noted that these highly valuable gaming assets have made player accounts vulnerable to phishing and hacking attempts as well as unauthorized transactions. However, efforts by the FTC or CFPB to address complaints related to this activity have been met with a “buyer beware” approach by gaming companies. 

Further, gaming companies collect a significant amount of data on players as a way to personalize the experience.  However, the companies use this data to monetize gameplay to entice more spending as well as buy, sell and trade this data. The report noted that (i) the use of personal data can result in highly individualized pricing and (ii) the storage and transfer of consumer data poses privacy risks for gamers. In light of these various issues, the CFPB plans to work with other agencies to monitor both these non-traditional financial products and services as well as the companies that collect and sell sensitive consumer data.

DISCLAIMER: Because of the generality of this update, the information provided herein may not be applicable in all situations and should not be acted upon without specific legal advice based on particular situations.

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