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The department said in its report:
The video game economy includes companies other than game publishers, including many large technology companies.For example:
“As more banking and payment activities occur in video games and virtual worlds, [bureau] We are looking at ways to protect consumers from scams and scams,” said CFPB Director Rohit Chopra.
Chopra added
This report documents the various ways value is stored and transferred within games, including interactions with fiat currencies. If a game does not allow players to convert in-game value into fiat currency, third-party systems may act as a bridge.
One of the games that allows exchange for fiat currency is Second Life, owned by Linden Labs. Players can use Linden Dollars to purchase virtual items, pay other players, and purchase services within the game. Players can buy Linden Dollars with USD or exchange Linden Dollars back into USD. Withdrawals from the game he charges a 5% fee and may take approximately 30 days.
Value can also be stored and transferred within the game in the form of virtual items. Virtual items are usually decorative items or cosmetics that only have an aesthetic impact on the game. These items may be traded between players as payment, sometimes for large amounts of money. In one case last year, a player sold a set of knife and gun skins in the game Counter-Strike.
Where there is value, there is also fraud and money laundering. The bureau's report cited a 2023 financial report by Roblox, the publisher of the popular game of the same name, that showed the company had total chargebacks equal to 3% of its total bookings that year. It is shown that. In other words, the game generated him $3.5 billion in in-game transactions, but the company lost $110 million due to fraud.
The report advised financial institutions to be aware of the potential risks associated with gaming assets, the potential for fraud and money laundering in the gaming market, and the role of gaming-specific financial products that resemble traditional financial services. .
The report concludes that “consumer protection laws apply to banking and payment systems that facilitate the storage and exchange of valuable assets,” and therefore the bureau requires that gaming platforms on which financial products and services are offered I'm monitoring it. The bureau's report recommended that video game makers provide consumer protections similar to those provided by traditional banks and payment systems.
When reviewing the report, attorneys at the law firm Shepard Mullin advise gaming companies to carefully review the report and analyze their current practices to minimize the risks described in the report. They advised players to identify immediate steps that can be taken to reduce the risk of abuse, and in particular to ensure that players are aware of how gaming companies are using their games. Collect data and assess whether a product is subject to laws such as the Electronic Funds Transfer Act.
“The CFPB continues to demonstrate that it will monitor non-traditional markets and go wherever financial products and services (regardless of infrastructure) may be provided,” the company's lawyers wrote in a blog post. mentioned in. “The Bureau has not hesitated to use its risk-based supervisory powers to scrutinize nonbank institutions that offer products that may pose a ‘risk to consumers.’”