Dark PatternsLoot BoxesAge RatingsICPEN

International consumer protection organizations release report focusing on dark patterns and transparency design

国际消保组织发布报告,重点关注暗黑模式与透明度设计

January 9, 2026
5 views

Summary

The ICPEN 2025 Mobile Online Games Enforcement Sweep Report, involving 22 global regulators, found widespread consumer risks in loot boxes, virtual currencies, manipulative design, and child protection. Many games used fake scarcity, countdowns, and intrusive prompts to drive spending, while 46% contained loot boxes but only 14% disclosed them on store pages. Although 78% used virtual currencies, most offered no cash-out or spending tracking, increasing the risk of misleading consumers. These monetization features were just as common in games rated for ages 3+ as in older-rated games, while parental controls remained weak. The report sets a clear regulatory benchmark, signaling that game monetization design is becoming a central focus of consumer and child protection enforcement worldwide.

Recently, the International Consumer Protection and Enforcement Network (ICPEN) released its 2025 Mobile Online Gaming Enforcement Action Report. This joint enforcement operation involved 22 consumer protection agencies worldwide, focusing on a range of practices within gaming products that could harm consumers. These included loot boxes, virtual currencies, manipulative design techniques, and practices involving minors. The crackdown uncovered games employing urgency tactics to coerce players into purchasing items marketed as scarce or time-limited, despite these claims often being false. ICPEN investigations also revealed that loot boxes, in-game purchases, and in-game advertising are as prevalent in games rated for ages 3 and up as they are in games for other age groups. Furthermore, only 30% of loot box games disclosed this monetization mechanism on their game download platform pages.

This report not only exposes widespread consumer risks prevalent in the global gaming industry but also provides actionable benchmarks for national legislation, law enforcement, industry self-regulation, and platform governance. This article will summarize the key points of the report.

PART 1

Manipulative Design Techniques

This report defines manipulative design as “developers using interface, interaction, and psychological tactics to induce users into making decisions that benefit the developers while contradicting the players' original intentions.” The findings are primarily divided into two subcategories:

(1) Urgency Design

1.24% of games incorporate phrases like “limited availability” or “selling out soon” in their shops or pop-ups to create fear of missing out (FOMO).

2.38% of games feature “limited-time exclusive” or “flash sale countdown” mechanisms, some of which were technically verified as “fake countdowns”: after the timer ended, the event remained active with only the copy refreshed.

(2) Nagging Prompts

1. 60% of games use system-level push notifications or emails to remind players to “log in and claim daily rewards.”

2. 32% of games immediately display full-screen ads prompting players to “purchase extra lives/energy/power-ups” after failing a level.

Manipulative design refers to practices that mislead or coerce users into decisions contrary to their interests. Such practices are considered violations of consumer protection laws or unfair commercial practices regulations in many countries and regions. To ensure compliance, game developers should implement the following measures:

1. Maintain Transparency: Clearly disclose all in-game fees, subscriptions, or virtual item purchases. Avoid ambiguous or hidden information. For example, never automatically charge users without their explicit consent.

2. Respect user choice: Design should empower users to freely control their gaming experience, avoiding mandatory pop-up ads, non-cancelable subscriptions, or hidden exit options.

3. Prohibit Deceptive Design: Avoid “dark patterns” such as intentionally confusing button layouts or pre-checked paid options that may mislead users into unintended purchases.

4. Provide Clear Exit Paths: Ensure users can easily cancel subscriptions or exit paid services without encountering complex barriers.

PART 2

Disclosures

App Store Page Disclosures:

84% of games prominently state “Includes in-app purchases” on their store pages.

Only 14% disclose “Includes loot box mechanics” on store pages, while actual inspections revealed 46% of games incorporate loot boxes—a disclosure gap of 32 percentage points.

Disclosure deficiencies occur when games fail to provide sufficiently clear or accurate information, leading users to make decisions without full knowledge. Laws and guidance documents worldwide (e.g., U.S. FTC guidelines, EU consumer protection regulations) mandate transparent disclosure. Key areas to address include:

1. Identify paid content: All features, items, or services requiring payment must be prominently labeled within the game. For example, display full pricing and content details before users click to purchase.

2. Distinguishing advertising content: Advertisements or sponsored content within the game must be clearly labeled as “Advertisement” to prevent users from mistaking them for native game content.

3. Disclosing privacy information: Provide a concise privacy policy explaining how the game collects and uses user data. Ensure the policy is easily accessible during registration or first use.

4. Timely notification of changes: Notify users in advance of any changes to game fees, features, or terms. For example, inform users of subscription price adjustments via pop-ups or emails.

5. Avoid Hidden Terms: All critical information (e.g., refund policies, subscription cycles) must be prominently displayed and not buried within lengthy text.

PART 3

Virtual Currencies

Among the surveyed games, 78% incorporate some form of virtual currency. Within this group, 36% appear to sell currency bundles that do not align with the most frequently purchased in-game items. This discrepancy may result in players being unable to utilize their remaining virtual currency unless they make additional in-game purchases.

The survey also revealed that among games utilizing virtual currencies, only 2% offered players the option to “cash out” or exchange virtual currency back into real-world money. Furthermore, just 7% of games provided players with the ability to track their virtual currency spending history.

Virtual currencies used as payment tools within games must comply with overseas anti-money laundering (AML), counter-terrorist financing (CTF), and consumer protection regulations. Specifically:

1. Clearly state rules: Provide policies for purchasing, using, and exchanging virtual currencies, including pricing, exchange rates, and restrictions. For example, specify “1 USD = 100 game coins.”

2. Comply with regulations: Monitor virtual currency flows in accordance with local laws (e.g., U.S. Financial Crimes Enforcement Network FinCEN requirements) and submit reports when necessary to prevent money laundering.

3. Prevent misleading practices: Avoid exaggerating the value of virtual currency or concealing usage restrictions, ensuring users clearly understand its actual purpose.

PART 4

Loot Boxes

Among the games containing loot boxes surveyed, 62% self-labeled themselves as “suitable for children” in app stores. However, as mentioned earlier, the fact that games contain loot boxes is rarely disclosed on download platforms in most cases. Furthermore, among games featuring loot boxes, 55% did not display the probability of winning items from them.

Due to their random nature, loot boxes are often considered gambling activities and must comply with national gambling regulations and consumer protection requirements (e.g., EU Gambling Directive, U.S. state laws, South Korea's Game Industry Promotion Act). Key compliance considerations include:

1. Disclose paid nature: Clearly indicate that loot boxes require payment and list the types of items that can be obtained to avoid misleading users.

2. Publish win probabilities: Display the actual odds for each item, e.g., “Rare item probability: 1%,” to meet transparency requirements.

3. Avoid gambling characteristics: Do not offer cash rewards or directly tradable virtual items to prevent classification as gambling. For example, items should be restricted to in-game use only.

4. Limit excessive spending: Based on product characteristics (e.g., simulation gambling-like products), set purchase limits or consumption alerts to prevent user addiction or overspending.

PART 5

Protection of Minors

Although most surveyed games carry age ratings, these classifications appear unaffected by loot boxes, in-game purchases, and in-game advertisements. These items/practices appear with equal frequency in games rated for ages 3 and up as in those rated for ages 12 and up. Thus, age ratings alone seem insufficient to protect minors from these practices or to inform their parents of their presence in games.

Furthermore, only a small fraction of the games in this study featured parental controls or other measures designed to protect minors. Among those with parental controls, 44% had settings and enforcement mechanisms that were relatively easy to bypass.

Minor protection is a key focus area in international legislation (e.g., the U.S. Children's Online Privacy Protection Act (COPPA), EU GDPR), aimed at shielding children from inappropriate content and risks. Key considerations include:

1. Age Verification: Use identity verification tools (e.g., date of birth input) to restrict minors' access to adult content or paid features.

2. Content Rating: Classify game content according to local standards (e.g., ESRB, PEGI) to ensure minors only encounter age-appropriate material.

3. Parent Tools: Develop parental control features such as spending limits, playtime restrictions, or blocking inappropriate content.

4. Protect privacy: Strictly limit collection of minors' personal information, complying with COPPA and GDPR requirements. For example, data from children under 13 must not be collected without parental consent.

5. Educate users: Incorporate cybersecurity and healthy gaming tips within the game to raise awareness among minors and their parents.

中文原文

近期,国际消费者保护与执法网络(ICPEN) 发布了2025年移动在线游戏执法行动报告,此次联合清查行动包括来自全球 22 个消费者保护执法机构参与其中,重点关注了游戏产品中一系列可能对消费者造成损害的行为,包括战利品箱、虚拟货币、操纵性设计技巧以及涉及未成年人的行为。清查行动发现,一些游戏使用紧迫感策略,试图迫使玩家购买那些声称稀缺或限时供应的商品,而实际上这些商品可能并非如此。ICPEN 调查还发现,在 3 岁及以上年龄段的游戏中,战利品箱、游戏内购买和游戏内广告的存在与其他年龄段的游戏一样普遍。 此外,只有 30% 的战利品箱游戏在游戏下载平台页面上披露了这种盈利机制。

该报告不仅揭示了当前全球游戏行业普遍存在的消费者风险,也为各国立法、执法、行业自律乃至平台治理提供了可操作的基准线。本文将对于报告内容进行要点提炼。

PART 1

操控性设计(Manipulative Design Techniques)

报告将操控性设计定义为「开发者利用界面、交互、心理学手段,诱导用户做出有利于开发者而有悖于玩家初衷的决策」。本次发现主要分为两子类:

(一)紧迫性设计(Urgency)

1.24% 游戏在商城或弹窗中植入“稀缺”“即将售罄”话术,制造错失恐惧(FOMO)。

2.38% 游戏设置“限时独享”或“闪购倒计时”机制,其中 不乏被技术取证证实为“假倒计时”:计时结束后活动并未下线,仅刷新文案。

(二)纠缠式提示(Nagging)

1.60% 游戏通过系统级推送或邮件,提醒玩家“上线领取每日奖励”。

2.32% 游戏在玩家关卡失败后立即弹出“购买续命/能量/强化”的全屏广告。

操控性设计是指通过误导或强迫用户做出不符合其利益决策的设计方式,在许多国家与地区被视为违反消费者保护法或不公平商业行为法规。为确保合规,游戏开发者应采取以下措施:

1.保持透明:游戏中涉及的所有费用、订阅或虚拟物品购买必须清楚标明,避免模糊或隐藏信息。例如,不要在用户不知情的情况下自动扣费。

2.尊重用户选择:设计应让用户自由控制游戏体验,避免强制性弹出广告、无法取消的订阅或隐藏的退出选项。

3.禁止欺骗性设计:避免使用“黑暗模式”(Dark Patterns),如故意混淆的按钮布局或默认勾选付费选项,这些可能误导用户进行非自愿消费。

4.提供退出途径:确保用户能轻松取消订阅或退出付费服务,不设置复杂障碍。

PART 2

信息披露缺陷(Disclosures)
应用商店页披露:

  • 84% 游戏在商店页显著位置标明「含 App 内购买」。

  • 仅 14% 在商店页披露「含抽奖箱机制」,而实际抽检发现 46% 游戏内置抽奖箱,披露缺口高达 32 个百分点。

信息披露缺陷指游戏未提供足够清晰或准确的信息,导致用户在不知情下做出决策。各国法律及指引性文件(如美国FTC指南、欧盟消费者权益法规)均要求透明披露,具体应关注:

1.明确付费内容:所有需要付费的功能、物品或服务应在游戏中醒目标示。例如,在用户点击购买前,显示完整价格和内容详情。

2.区分广告内容:游戏中的广告或赞助内容需明确标为“广告”,避免用户误认为是游戏自带内容。

3.公开隐私信息:提供简明的隐私政策,说明游戏如何收集和使用用户数据。确保政策在注册或首次使用时易于访问。

4.及时通知变更:如果游戏费用、功能或条款发生变化,提前通知用户。例如,通过弹窗或邮件告知订阅价格调整。

5.避免隐藏条款:所有重要信息(如退款政策、订阅周期)应放在显眼位置,不得埋藏在冗长文本中。

PART 3

虚拟货币(Virtual Currencies)

在被调查的游戏中,78% 的游戏内置了某种形式的虚拟货币。其中,36% 的游戏似乎出售的货币包与游戏内最常出售的物品不一致。这可能会导致玩家剩余的虚拟货币无法在游戏中使用,除非他们在游戏中进行更多购买。

此次调查还显示,在使用虚拟货币的游戏中,只有 2%的游戏为玩家提供了“兑现”或将虚拟货币兑换回现实世界货币的选项。只有 7%的游戏为玩家提供了追踪虚拟货币消费历史的功能。

虚拟货币在游戏中作为支付工具,需关注并遵守海外的反洗钱(AML)、反恐怖融资(CTF)和消费者保护法规,具体而言:

1.清楚说明规则:提供虚拟货币的购买、使用和兑换政策,包括价格、兑换率和限制条件。例如,标明“1美元=100游戏币”。

2.遵守监管:根据当地法律(如美国金融犯罪执法网络FinCEN要求),监控虚拟货币流通,必要时提交报告,防止洗钱行为。

3.防止误导:避免夸大虚拟货币价值或隐藏使用限制,让用户清楚了解其实际用途。


PART 4

抽奖箱(Loot Boxes)

在所调查的含抽奖箱游戏中,62% 在应用商店自我标注“适合儿童”。然而,如前所述,大多数情况下,游戏下载平台上很少披露包含战利品箱的事实。此外,在包含战利品箱的游戏中,55% 的游戏没有显示从战利品箱中赢得物品的概率。

抽奖箱因其随机性常被视为赌博行为,需遵守各国赌博法规和消费者保护要求(如欧盟赌博指令、美国州级法律、韩国游戏产业振兴法),具体合规注意点包括:

1.标明付费性质:明确提示抽奖箱需要付费,并列出可能获得的物品类型,避免误导用户。

2.公布中奖概率:显示每项物品的实际中奖几率,例如“稀有物品概率为1%”,满足透明度要求。

3.避免赌博特征:不提供现金奖励或可直接交易的虚拟物品,以免被认定为赌博。例如,物品应仅限游戏内使用。

4.限制过度消费:根据产品特性(如模拟赌博类产品),设置购买上限或消费提醒,防止用户沉迷或过度支出。

PART 5

未成年人保护(Protection of Minors)

尽管大多数被调查的游戏都标有年龄分级,但该分级似乎并未受到战利品箱、游戏内购买和游戏内广告的影响。这些物品/行为在被归类为适合 3 岁及以上玩家的游戏中出现的频率与在适合 12 岁及以上玩家的游戏中出现的频率一样高。因此,仅靠年龄分级似乎不足以保护未成年人免受这些行为的侵害,也不足以告知其父母游戏中存在这些行为。

此外,在此次调查的游戏中,只有一小部分游戏设置了家长控制和其他旨在保护未成年人的措施。在设置了家长控制的游戏中,44% 的游戏设置和强化措施都较为容易。

未成年人保护是海外法律重点领域(如美国《儿童在线隐私保护法》COPPA、欧盟GDPR),旨在保护儿童免受不适宜内容和风险。具体注意事项应关注:

1.验证年龄:使用身份验证工具(如输入出生日期)限制未成年人访问成人内容或付费功能。

2.分级内容:根据当地标准(如ESRB、PEGI)对游戏内容分级,确保未成年人只接触适合年龄的内容。

3.提供家长工具:开发家长控制功能,如设置消费限额、限制游戏时间或屏蔽不适宜内容。

4.保护隐私:严格限制收集未成年人的个人信息,遵守COPPA和GDPR的要求。例如,未经家长同意不得收集13岁以下儿童数据。

5.教育用户:在游戏中加入网络安全和健康游戏提示,帮助未成年人及其家长提高意识。

分享文章

相关文章

General

【Weekly Gaming Law】Lawyers Comment on miHoYo’s Anti-Fraud Actions; Infringing “Reskinned” Game Ordered to Pay RMB 5 Million

【每周游戏法】律师评米哈游反舞弊;侵权游卡被判赔500万

This weekly update examines three recent legal developments in the gaming industry: miHoYo’s anti-fraud enforcement and supplier blacklist measures; a “reskin” infringement case involving a Three Kingdoms-themed card game resulting in a RMB 5 million damages award based on unfair competition; and Roblox’s launch of AI-powered interactive content generation tools. The article outlines the legal considerations arising from supply chain compliance, the boundary between public domain materials and protectable game design, and the intellectual property and compliance implications of AI-generated interactive content within UGC platforms.

0 views
General

How to Build Official Game Payment Systems in a Compliant Manner (Part II): Overseas

游戏官方支付如何合规搭建(二)海外篇

Against the backdrop of a global economic slowdown and evolving regulatory scrutiny over major app distribution platforms, an increasing number of overseas-oriented game companies are exploring the establishment of official website top-up platforms to reduce reliance on channel commissions. Building on the prior discussion of platform policies regarding payment redirection and third-party payment access, this article reviews practical cases of official website payment models adopted by several game companies, including their login mechanisms, purchasable content, regional availability, and qualification disclosures. Based on these practices, it outlines compliance considerations that overseas game companies should focus on when constructing official website payment systems, particularly in relation to account management, price display, promotional methods, and refund policy design across different jurisdictions.

5 views
General

EU’s DMA Enforcement Push: Apple and Epic Games Reach Temporary Truce

欧盟DMA强监管,苹果与Epic Games暂时握手言和

Since 2020, Apple and Epic Games have been locked in a global antitrust dispute over App Store policies. While Epic lost its U.S. lawsuit, it continued its resistance through noncompliance, resulting in a developer account ban. However, the dynamics shifted with the EU Digital Markets Act (DMA) coming into force on March 6, 2024. Epic reported that Apple, under pressure from the European Commission, agreed to reinstate its developer account in the EU. The DMA’s provisions, especially Article 5(3) and Article 6(4), require gatekeepers like Apple to allow third-party app stores and payment systems on iOS. Apple’s attempt to ban Epic amid DMA implementation triggered regulatory attention, leading to rapid Commission intervention. This incident not only highlights the DMA’s enforcement teeth but also signals a broader shift in platform governance within the EU. For global developers and digital exporters, especially those dependent on app store distribution, DMA compliance represents a strategic inflection point. Non-compliance risks include fines of up to 10–20% of global turnover, exemplified by the €1.84 billion fine Apple recently faced. As more third-party app stores (e.g., Mobivention, MacPaw) emerge, the EU’s digital market is poised for structural transformation.

4 views