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The U.S. Consumer Financial Protection Bureau (CFPB) is keeping an eye on online gaming, and specifically financial transactions taking place on game platforms, the government watchdog revealed in a new report on Thursday. The agency said its oversight is part of its broad mandate to protect consumers in financial markets wherever those markets exist.
âIn some of the most popular video games today, players generally earn or buy in-game currency, essentially converting fiat currency to in-game currency,â the CFPB said. âIn-game currency is then used to buy goods and services as a part of gameplay, including virtual items.â
Whether it’s buying extra lives or special powers in a casual game, or earning âvirtual currenciesâ or tokens in a play-to-earn game, the CFPB labels it all as âbanking in video games and virtual worlds.â If gaming assets are a medium of exchange for goods and services or peer-to-peer transfers, they are comparable to banks and payment services.
âWhile these crypto-asset virtual worlds are significantly less popular than virtual gaming worlds like Roblox, Second Life, or Fortnite, they are important to note because of the prevalence of third-party crypto-asset trading platforms, users can convert a virtual worldâs native crypto-asset to fiat currency, making them even more porous than typical gaming markets,â the agency said.
The increased scrutiny comes as crypto gaming has seen increased interest and activity. Last month, gaming tokens, including Gala (GALA), Immutable (IMX), Floki (FLOKI), and Ronin (RON), surged in the first quarter of 2024, surpassing $26.9 billion in market capitalization, according to CoinGecko.Â
Even AI developers are looking to get into the blockchain gaming scene. Last week, AI analytics firm Helika launched a $50 million crypto gaming accelerator.
The CFPB also highlighted its study of âconcerning issuesâ like scams, theft, and other criminal activities. The agency also said it pays attention to whether platforms offer users a recourse for lost assets.
âGaming companies often take a âbuyer bewareâ approach, putting the burden on individual players to avoid these scams and phishing attempts,â the agency said. âThey may lock or ban playersâ accounts suspected of scamming and phishing but do little to provide remedy to the victim.â
Today, the CFPB issued a report examining the growth of financial transactions in online video games and virtual worlds. https://t.co/kIFFSY3p5y
â consumerfinance.gov (@CFPB) April 4, 2024
The CFPB noted that some third-party websites allow in-game items and currencies to be traded for Bitcoin, calling out Second Lifeâs âLinden Dollars,â which gamers can purchase through Second Lifeâs official Linden Exchange (LindeX) using fiat currency and transfer to third-parties using PayPal and Skrill.
âBetween 2011 and 2013, third-party websites allowed trading between Linden dollars and Bitcoin,â the agency said. âIn 2021, Second Life reported the average number of daily users to be 200,000 users across 200 countries and a GDP equivalent of over $600 million, more than some small countries.â
In addition to Bitcoin, the CFPBâs report also highlighted blockchain-based games and platforms, including the Ethereum-based Axie Infinity, Decentraland, Sandboxâs MANA and SAND tokens, and NFTs that can be traded and sold for USD.
Also in its crosshairs are DeFi-lending platforms like MetaLend, a cryptocurrency financial services company that made it possible for Axie Infinity players to take out loans against their in-game NFTs while still using them to play.
âAt the height of its success, Axie Infinity had over 2.7 million daily active users, but as the number of users grew, the NFTs required to play became very expensive, leading to hierarchies of users: investors, managers, and workers,â the CFPB said. âWhile the crypto-asset industry and its investors lauded the game as a viable way to earn income, reports documented the ways the gaming system exploited workers.â
The CFPB noted the March 2022 hack of Axie Infinityâs Ethereum sidechain Ronin that used stolen private keys to drain over 173,600 ETH and 25.5 million USDC, totaling $622 million at the time.
The report did not prescribe a decisive course of action, but the CFPB said it would continue to work with other agencies to monitor the space. It added that going forward, it would focus on companies that assemble and sell sensitive consumer dataâsuch as a consumer’s payment historyâespecially when this data is harvested and monetized without the userâs awareness.
The CFPB did not immediately respond to Decryptâs request for comment.
Edited by Ryan Ozawa.
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