EU Drafts Digital Fairness Act Targeting Loot Boxes and Dark Patterns
The EU Commission's draft Digital Fairness Act targets loot boxes, dark patterns, addictive AI features and influencer marketing, with fines up to six percent of worldwide turnover.

Why it matters
- The EU Commission published the draft Digital Fairness Act on Wednesday, targeting manipulative online practices.
- The Commission estimates the rules would save EU consumers up to €13.7 billion ($15.1 billion) a year.
- Violations could carry fines of up to six percent of a company's worldwide annual turnover.
- The draft bans loot boxes and pay-to-win mechanics for minors and requires opt-outs for autoplay and endless scrolling.
- The act must still pass the European Parliament and the Council of the EU before becoming law.
The European Commission published a draft Digital Fairness Act on Wednesday that could fine companies up to six percent of their worldwide annual turnover for practices ranging from loot boxes to undisclosed influencer marketing. The Commission estimates the rules would save EU consumers up to €13.7 billion ($15.1 billion) a year.
The proposal targets what the Commission describes as manipulative and exploitative practices across gaming, social media, and e-commerce platforms. It touches almost every contested corner of the online economy: recommendation algorithms on YouTube, TikTok, and Meta platforms, AI chatbots, and language apps such as Duolingo that nudge users to keep interacting.
"The Act will protect consumers of all ages shopping and browsing for goods or services online," the Commission said in a news bulletin. "It will also mean fairer competition for businesses, which are expecting to save EU consumers up to €13.7 billion ($15.1 billion) a year."
EU Commissioner Michael McGrath framed the proposal as a modernization of consumer law rather than an attack on business. "Our consumer protection rules will help ensure that businesses compete on the merits of their products and services - not on their ability to exploit consumers or evade the rules. We are not making it harder to do business. We are making it harder to do business unfairly," McGrath said in remarks following the draft's publication. "We cannot have 21st-century consumers protected by rules that have not kept pace with the 21st-century economy."
What does the Digital Fairness Act actually ban?
The draft lays out a broad set of restrictions, most of them aimed at design choices that push users toward spending time or money they did not intend to spend:
- Dark patterns and manipulative marketing. The proposal bans practices that push consumers into decisions they might not otherwise make, such as fake claims that a product is almost sold out.
- Addictive design features. Platforms would have to give consumers the choice to turn off persistent prompts, endless scrolling, and autoplay of videos. The restrictions also apply to "AI companions and general conversational chatbots."
- Gambling-like mechanics for minors. Pay-to-win and pay-to-progress features, along with loot boxes, would be banned for minors as unfair practices that encourage overspending.
- Influencer disclosure. Influencers would be required to clearly label advertising content, and new restrictions would prevent them from exploiting the trust of children.
- Personalized ads and pricing. Unfair personalized ads and prices that target minors or exploit sensitive data would face restrictions.
- Subscriptions and free trials. Companies would have to make subscriptions and digital contracts easier to cancel, with reminders about upcoming automatic renewals and the end of free trial periods.
- Transparent pricing. Clear pricing rules would apply to dynamic pricing and to purchases made with virtual in-app currency. Companies selling cultural and sports event tickets would have to show the current price in real time while consumers wait in virtual queues, displayed at the highest possible price.
- Human service and AI purchases. Consumers would gain the right to communicate with a human customer service representative, plus clear rights when using an AI agent to make purchases.
Why does this matter for the gaming and platform industries?
The stakes for game publishers and social platforms are substantial. Loot boxes have spent years in a regulatory gray zone in Europe, generating investigations and national-level restrictions without a unified EU legal standard. A binding ban on gambling-like monetization for minors would move that debate from consumer agencies into enforcement territory, with fines calibrated to global turnover rather than to the size of a single market.
The same applies to engagement mechanics. Autoplay, infinite scroll, and notification prompts are core retention tools for the largest platforms; a legal right to switch them off constrains the design playbook that feeds the "rabbit hole" algorithms the Commission cites. The explicit extension of addictive-design rules to AI companions and conversational chatbots places chatbot developers inside the same consumer-protection frame, a signal that the EU intends to treat engagement-driven AI products as it treats slot-machine-style mechanics.
Gaming industry bodies have already responded. Some gaming organizations slammed the draft, describing its restrictions on virtual currencies, loot boxes, and micro-transactions offered to minors as "unworkable, unjustified and disproportionate." That language previews the lobbying fight ahead, which mirrors earlier industry resistance to the GDPR and the Digital Services Act before both became law.
How does the €13.7 billion figure fit the picture?
The Commission's estimate — €13.7 billion, or roughly $15.1 billion, in annual consumer savings — anchors its economic case. The figure represents money the Commission believes consumers lose each year to manipulative pricing, unwanted subscriptions, and pressure-driven purchases. It is also the number the Commission will use to argue that compliance costs for businesses are outweighed by consumer gains and by fairer competition for companies that do not rely on dark patterns.
What happens before the rules take effect?
The DFA is a draft proposal, not law. It must pass through the European Parliament and the Council of the European Union, and its current measures could be changed or removed entirely during that process. The six percent fine ceiling, the loot box restrictions, and the chatbot provisions are all subject to negotiation among member states, MEPs, and industry lobbying.
If and when the act comes into force, violators would face fines of up to six percent of worldwide annual turnover — a penalty level that puts the DFA in the same enforcement weight class as the EU's flagship digital regulations, above the GDPR's four percent ceiling.
The next signal to watch is the Parliament's first reading position, which will show whether lawmakers tighten the minor-protection provisions or soften them under industry pressure.
Source: theverge.com
More from Rebecca Stone
Show full bio
Correspondent covering companies, deals and strategy in artificial intelligence and machine learning at AI In Context.
551 articles
Related articles
- EU Unveils Digital Fairness Act Targeting Dark Patterns
- EU Digital Fairness Act Draws Industry Backlash Over Overlapping Rules
- EU Proposes Digital Fairness Act: Six Percent Fines for Dark Patterns
- EU Kids Act Would Ban Social Media for Under-13s and Shift Proof of Safety to Platforms
- The EU's Next Chapter in AI Is Agentic, New Analysis Claims