The European Commission is expected to publish the Digital Fairness Act in mid-November 2026, a package that would ban paid loot boxes in games accessible to minors and restrict dark patterns that steer players towards heavy spending. The Consumer Protection Cooperation Network has already started coordinated investigations into nine large game companies, including Ubisoft and Riot Games, over how virtual currencies are priced and sold. Because Brussels rules often spread to other markets, the effect could stretch well beyond Europe.
What the draft law would target
According to Biggo News, the European Parliamentary Research Service says the Commission is due to table the proposal in mid-November 2026. A European Parliament resolution adopted in November 2025 called on the Commission to prohibit paid loot boxes in titles that children could access, and to act on in-game currencies, microtransactions and pay-to-win features. The draft is also expected to tackle dark patterns, addictive design and deceptive influencer marketing. It remains a proposal; its final scope will be settled through EU legislative debate.
CPC investigations into virtual currency sales
Separately, the Consumer Protection Cooperation Network, a body of national authorities coordinated by the European Commission, opened a joint investigation on 30 September. It covers nine game companies, including Ubisoft, Riot Games, Mojang, Supercell, and King. The investigation is checking whether in-game currency sales and price displays breach existing EU consumer law. In March 2025 the network had published key principles requiring transparent real-money pricing, no obscured costs from layered currencies, no pressure to buy surplus currency, fair terms, withdrawal rights and safeguards for vulnerable groups. No findings have yet been announced, and the companies are not accused of violations.
PEGI has already raised age ratings
Since June, PEGI, the European age-rating body, has given a baseline 16+ rating to newly submitted games with paid loot boxes, according to IT Chosun. This is not a full prohibition, but it hits mobile games with many younger players. The rating change is already restricting how chance-based purchases can be aimed at minors.
Why the rules could spread globally
EU regulation often becomes a default global standard because publishers find it impractical to build separate in-game monetisation for Europe. Japan's smartphone software competition law was passed after the EU introduced its Digital Markets Act, a recent example of this Brussels effect. Industry watchers think the same is likely here, raising compliance costs for companies that run international services. The Tech Edvocate notes that major publishers may apply the EU's stricter standards everywhere rather than maintain separate systems.
Revenue exposure and expert warnings
South Korean publishers with significant Western sales are monitoring the process. In the second quarter of 2026, North America and Europe accounted for 75% of Pearl Abyss revenue and 21% of Nexon revenue; Netmarble's European share was 13%. Kim Hyun-kyu, senior vice president of the Korea Mobile Game Association, said companies in the RPG and MMORPG genres have not yet structurally overhauled mobile monetisation, leaving them "directly exposed to regulatory impact." Kang Kyung-seok of the Korea Creative Content Agency said tighter EU rules would hit teen-focused titles such as MapleStory harder than adult-oriented games, and that teen-rated titles would need to review how they monetise.




