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Virtual currencies, the great profit of the video game industry that organizations are starting to denounce

The video game industry generates €55 billion a year in Europe, more than the film or music industries on the continent. And this number is, in large part, so large thanks to the virtual currencies.

Some of the best known are “FIFA points”, from the FIFA video game, or “Turkeys” from Fortnite. This is play money that is used in the game to upgrade and it has become a more important source of income for video game creators, even more so than the game itself.

And within virtual currencies, there are two types, as explained by the psychologist specialized in video games Carlos Tardón: “Soft currencies are those that the video game gives you to play and are free, hard currencies are a currency in which you put real money and transform into this virtual currency to buy better things.

They are like exclusive products within the video game. They can even generate an advantage over other players. But they have several drawbacks: “Packages are made, bonuses are given because it is the best way for the player to lose the transfer, it costs me that much. At some point you start spending like they’re Monopoly boards.“.

Their real value is very difficult to quantify and they can be purchased by credit card, bank transfer or Pay Pal. And there is no possibility of refund.

And, in many cases, The purchase can be made by minorswho often do not know the real cost of these virtual currencies and are therefore more vulnerable: “If you are considering making a payment in a video game for your child, understand whether this payment makes sense or not”

For all this, Consumer organisations from 17 different countries have denounced the manipulative techniques of the video game industry before the European UnionThey are demanding greater transparency in the use of these virtual currencies and are asking that video game users be guaranteed a safe and clear environment.

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