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Taylor Wessing - Key legal issues for games businesses

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complaints by parents/guardians and (ii) in some markets, the threat<br />

of government intervention (such as around consent notices, or limits<br />

on spend over a fixed period of time).<br />

u E-money<br />

E-money means any electronically stored monetary value represented<br />

by a claim against its issuer which:<br />

> Is issued on the receipt <strong>for</strong> the purpose of making payments and<br />

> Is accepted by someone who is not the issuer as valid means of<br />

paying <strong>for</strong> goods or services.<br />

Financial regulation is not the most obvious issue in the context of <strong>games</strong>,<br />

but publishers should be mindful of inadvertently issuing ‘e-money’<br />

to facilitate in-game purchases. E-money is regulated throughout the EU<br />

under the Electronic Money Directive and requires, among other things,<br />

that the issuer be authorised by its national regulator, <strong>for</strong> funds to be safeguarded<br />

and <strong>for</strong> the e-money to be redeemable on demand.<br />

Typically, this could be relevant to any third party issuing pre-paid vouchers<br />

or virtual ‘tokens’ that enable customers to make in-game purchases.<br />

As always, the devil is in the detail and affected <strong>businesses</strong> should<br />

seek professional advice to ensure they are not carrying on regulated activities<br />

without the requisite licence.<br />

u Virtual currencies<br />

Not to be confused with the regulation of issuing e-money in the somewhat<br />

less regulated world of virtual currencies (such as Bitcoin). Bitcoin,<br />

in particular, is increasingly accepted by <strong>games</strong> <strong>businesses</strong> such as Zynga,<br />

and Microsoft recently restored it as a payment option in its Xbox<br />

and Windows stores. Virtual currencies have been getting a lot of media<br />

attention, not always positive, which may scare off potential users. Any<br />

business thinking of accepting virtual currencies must consider how to<br />

manage risks including theft, fraud, exchange or marketplace insolvency,<br />

hacker attacks and money laundering as well as the risk of serious reputational<br />

damage, if things go wrong.<br />

Along with the US and other jurisdictions, the UK government has started<br />

to consider whether regulation is necessary in this area and there is a risk<br />

that fragmented regulatory and taxation frameworks could emerge. Mainstream<br />

adoption is hindered by the overall lack of certainty in core areas<br />

and, ultimately, we expect legislation to harmonise requirements covering<br />

a range of topics, such as refunds, price guarantees, complaint handling,<br />

protection schemes and secure IT-Systems.<br />

Publishers need to think about how they can design systems to accept<br />

virtual currencies – and how to redeem them – in an ever changing regulatory<br />

environment.<br />

u Market Practice<br />

Whilst some <strong>games</strong> <strong>businesses</strong> may focus only on the key markets in<br />

which they operate in Europe, it is important to note that non-compliance<br />

can lead to criminal sanctions. As such, the in-game payment <strong>issues</strong><br />

should be treated as higher risk.<br />

Advertising Law<br />

Advertisement in Europe is regulated by several Directives such as the<br />

Directive on Misleading and Comparative Advertising and the Directive on<br />

Unfair Commercial Practices. There is a strict labelling requirement as all<br />

advertisements should be recognisable as such. Subliminal techniques are<br />

generally unlawful. Labelling should be sufficiently clear and visible. Advertising<br />

directed at children may not contain direct exhortations to purchase.<br />

Advertising should be true and not misleading and the advertiser needs<br />

to be able to show and prove that his assertions are correct. Specific advertising<br />

restrictions apply to certain media (e.g. broadcasting), content<br />

(e.g. violence or nudity) and specific products (e.g. alcohol). When using<br />

influencers on social media <strong>for</strong> advertising campaigns, advertisers may<br />

also be liable <strong>for</strong> false or missing labelling by such influencers.<br />

Loot boxes<br />

The purchase of so-called loot boxes is currently the subject of controversial<br />

discussion, in particular, the classification as a game of chance. The<br />

Dutch and Belgian gambling supervisory authorities have classified some<br />

<strong>games</strong> (Overwatch, FIFA franchise, CS: GO, Star Wars: Battlefront II) as<br />

gambling due to the embedding of loot boxes and found that they violate<br />

the relevant gambling laws. Either the loot boxes must be removed or a<br />

gambling license must be purchased. In Germany, loot boxes are currently<br />

not seen as generally il<strong>legal</strong>. In addition to gambling law <strong>issues</strong>, questions<br />

may also arise with regard to consumer law and the protection of minors.<br />

General additional <strong>issues</strong><br />

The above <strong>issues</strong> do not include the general additional <strong>issues</strong> that any<br />

digital business operating in Europe needs to cater <strong>for</strong> including:<br />

> IPR protection including trade mark registration (in each territory or<br />

as a European wide Community Trade Mark);<br />

> IPR licensing (from partners, to users and across corporate groups);<br />

> VAT, corporation tax, transfer pricing and other tax and accounting<br />

<strong>issues</strong>;<br />

> Employment and stock options;<br />

> Specific <strong>issues</strong> regarding in-game content such as age-related<br />

restrictions, copyright, trademark, design and competition law <strong>issues</strong>;<br />

> Use or selling of cheat bots.<br />

Outlook<br />

There are a number of upcoming European sets of rules which need to be<br />

monitored, such as:<br />

> The EU-Geo-Blocking Regulation which will enter into <strong>for</strong>ce in<br />

December 2018 and will prohibit to block or limit access to online<br />

interfaces on the basis of nationality, residence or establishment of<br />

the customer;<br />

> The EU Commission’s proposal <strong>for</strong> a Directive on the Regulation<br />

of Online Plat<strong>for</strong>ms;<br />

> Plans by the EU Commission to introduce new tax rules <strong>for</strong> digital<br />

activities;<br />

> New rules will be introduced in European Copyright Law by the<br />

Directive on Copyright in the Digital Single Market which is<br />

currently still being negotiated but expected to become binding<br />

law soon.

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