By Foo Yun Chee
作者:Foo Yun Chee
Brussels, Sept 12 (Reuters) - Videogame Companies Epic Games, Electronic Arts Ea.o, Roblox Rblx.n and Four Others Were Hit With an EU Consumer Complaint on Thursday Accusing Them of Misleading Gamers Into Spending Money.
布魯塞爾,9月12日(路透社) - 視頻遊戲公司Epic Games,Electronic Arts和其他四家公司星期四面臨歐盟消費者投訴,指控他們誤導玩家花錢。 Ea.oroblox Rblx.n 和其他四家公司在週四遭受了歐盟消費者投訴,指控他們誤導玩家花錢。
The Move Came Amid Rising Concerns About Children Turning Into Gaming Addicts, With Some Parents Claiming Videogame Makers Intentionally Designed Products That Caused Them to Become Addicted to Games.
隨着歐洲消費者對遊戲隨之上升。 問題與煩惱 關於孩子沉迷於ARVR遊戲,一些家長聲稱遊戲開發商故意設計出讓他們沉迷於遊戲的產品。
The European Consumer Organisation (Beuc) and 22 of Its Members Across Europe Including in France, Germany, Italy and Spain Filed a Complaint on Thursday With the European Commission and the European Network of Consumer Authorities.
歐洲消費者組織(Beuc)及其成員,包括法國、德國、意大利和西班牙等22個歐洲國家的組織,於週四向歐洲委員會和歐洲消費者機構網絡提出了投訴。
"Beuc's Members Have Identified Numerous Cases Where Gamers Are Misled Into Spending Money. Regulators Must Act, Making It Clear That Even Though the Gaming World Is Virtual, It Still Needs to Abide by Real-World Rules," Beuc Director General Agustin Reyna Said in a Statement.
Beuc總幹事阿古斯丁·雷納在一份聲明中表示:「Beuc的成員已經發現了許多欺騙消費者花錢的案例。監管機構必須採取行動,明確表示虛擬世界的遊戲仍然需要遵守現實世界的規則。」
"Today, Premium in-Game Currencies Are Purposefully Tricking Consumers and Take a Big Toll on Children. Companies Are Well Aware of Children's Vulnerability and Use Tricks to Lure Younger Consumers Into Spending More," He Said.
他說:「如今,虛擬遊戲貨幣有意欺騙消費者,對孩子造成了巨大影響。公司非常了解孩子的脆弱性,並使用各種手段吸引年輕消費者多花錢。」
The Complaint Also Targets Microsoft's Msft.o Activision Blizzard, Mojang Studios, Supercell, Which Is Majority-Owned by China's Tencent 0700.hk, and French Peer Ubisoft Ubip.pa.
該投訴還針對微軟、騰訊控股的Activision Blizzard、Mojang Studios和Supercell進行。 Msft.o 該投訴還針對微軟、騰訊N6006控股的Activision Blizzard、Mojang Studios和Supercell進行。 0700.hk,以及法國同行Ubisoft Ubip.pa.
The Associations Said They Were Concerned That Consumers, Especially Children, Could Not See the Real Cost of Digital Items, Leading Them to Over-Spend, and That Consumers Were Often Denied Their Rights When Using Premium in-Game Currencies.
協會表示他們擔心消費者,尤其是兒童無法看到數字物品真正的成本,導致他們過度消費,並且消費者在使用高級遊戲貨幣時經常被剝奪了他們的權益。
(Reporting by Foo Yun Chee; Editing by Jan Harvey)
報道/ Foo Yun Chee;編輯/ Jan Harvey
((Foo.yunchee@Thomsonreuters.com; +32 2 585 2866; Reuters Messaging: Foo.yunchee.thomsonreuters.com@Reuters.net))
((Foo.yunchee@thomsonreuters.com; +32 2 585 2866; Reuters通訊:foo.yunchee.thomsonreuters.com@reuters.net))