Fortnite’s previous live-by-default setting for in-game audio and text chatting is said to have also adversely affected teens and children, who could be subject to harassment, bullying, or predatory behavior.Įpic Games will pay a $275 million penalty over accusations of violating COPPA stipulations, the largest ever fine for an FTC rule violation, alongside $245 million in customer refunds over accusations of its dark pattern strategies-itself the largest refund in a gaming case. ![]() According to the esports betting platform, Thunderpick, over a quarter of the game’s players are estimated to reside in the US. The FTC alleges that Epic Games relied on a marketing strategy known as “dark patterns,” which The Wall Street Journal described on Monday as “tactics that trap customers into paying for goods and services and create obstacles to canceling.”Īdditionally, the FTC argued that Epic Games routinely collected the personal data of children under 13-years-old without their parents’ consent or knowledge through Fortnite, which counts as many as 400 million users globally. The new Epic Games’ settlement comes without an admission or denial of the FTC’s allegations.Īlthough technically free to play, much of Fortnite’s profits stem from in-game purchases for digital perks like character dance moves, virtual concerts, and costumes. Per the FTC, the makers behind the massively popular video game, Fortnite, were originally accused of not only tricking players into making unintentional in-game payments, but also violating children’s privacy as defined within the Children’s Online Privacy Protection Act (COPPA). Learn more ›Įpic Games has agreed to pay over $520 million as part of a multi-record-breaking settlement with the Federal Trade Commission. While some European countries have banned loot boxes as a form of illegal gambling, legislative efforts to regulate the practice in some US states (and the US Senate) have by and large stalled after gaining some momentum in 20.We may earn revenue from the products available on this page and participate in affiliate programs. "This is why today we only offer X-Ray Llamas that show you the contents before you purchase them in 'Save the World'" (and similarly transparent blueprints in Rocket League). "We believe players should know upfront what they are paying for when they make in-game purchases," Epic wrote in a tweet announcing the move today. Minors in California who purchased a loot box "with own money and without parental permission" will also be eligible for a cash refund of up to $50 if they submit a claim. Those cash payments (of up to $50 per claimant) will only be available to players who submit an active claim form establishing that they think their purchase constituted "consumer fraud" or breach of contract. Advertisementįurther Reading Meet the legislator trying to do something about video game loot boxesIn addition to the virtual currency, Epic will also be providing "up to $26.5 million in cash and other benefits to U.S.-based Fortnite and Rocket League players" to settle the claims. That suggests a rough valuation of over $78.3 million in digital reward payouts as part of the settlement. A marketing bargain?Įpic estimates roughly 6.5 million Fortnite players and 2.9 million Rocket League players will receive the automatic virtual currency payments, according to The Verge. ![]() Players of both games won't have to do anything to claim the benefit, which will appear in their accounts in the coming days. Rocket League players will similarly receive 1,000 credits (worth roughly $9.10) if they bought a randomized Event Crate or key in that game before Epic stopped offering them in October 2019 (just months after it purchased Rocket League developer Psyonix). ![]() Even though it's settling a US lawsuit, Epic says this same deal will apply to all Fortnite players globally. Under a proposed settlement for that suit, which Epic says has achieved preliminary approval, all players who purchased a loot llama at any time will be rewarded with 1,000 V-Bucks (worth roughly $8). Shortly after ending the practice, Epic was faced with a class-action lawsuit alleging, among other things, that it had "psychologically manipulate its young players into thinking they will 'get lucky.'" Further Reading Fortnite puts an end to random loot box purchasesWhile Epic never offered loot boxes in Fortnite's mega-popular battle royale mode, it let "Save the World" players purchase "loot llamas" full of random items until early 2019 (amid international outcry about the randomized loot-box business and its similarity to gambling).
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