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The Consumer Financial Protection Bureau on Friday proposed a new measure that could protect your Robux from scammers and hackers.
The proposed rule would interpret the terms of the Electronic Funds Transfer Act, or EFTA, which has traditionally been used to protect consumers from unauthorized debit transactions, to include certain virtual currencies offered by gaming and cryptocurrency companies.
“Gamers — or in some cases their parents and guardians — have reported problems converting dollars to in-game currency, unauthorized transactions, account hacks and takeovers, theft, scams and asset losses,” the CFPB’s post announced. . The proposal “They also described receiving limited support from gaming companies and involved banks or digital wallets. Refunds are often denied, people have their gaming accounts suspended by video game companies after a player tries to get a refund from their financial institution, or people are stuck in a doom loop with AI-powered customer service representatives when they just try to get straight answers. doing.”
Friday’s proposal is meant to address these issues. EFTA protects consumers transferring funds electronically, limits their liability for errors, and provides a means to correct invalid transactions. Once notified by the consumer, covered financial institutions must conduct an investigation of the unauthorized transaction and promptly correct the errors. In its proposed interpretation, the CFPB says consumers have the same rights when using certain virtual currencies.
Nevertheless, EFTA will likely only apply to games that allow players to exchange currency among themselves using accounts such as “consumer asset accounts”. For example, the popular children’s game platform Roblox allows creators to earn Robux by selling cosmetic items or creating their own in-game worlds and experiences. Through Roblox’s DevEx program, Robux can be converted to USD.
Not all games featuring in-game currency will necessarily be subject to the rules. Fortnite players, for example, can spend cash for V-Bucks to purchase cosmetic items and “battle passes,” but the currency cannot be exchanged between players and other merchants.
Last year, the CFPB put gaming companies on notice, Issue a report detailing the risk Involves buying and transferring virtual currency. In it, the company argued that virtual banks and currencies on gaming and crypto platforms increasingly resemble traditional banking infrastructure, with few protections for users if funds are lost or stolen.
“Americans of all ages are converting billions of dollars into currency used on virtual reality and gaming platforms,” ​​CFPB Director Rohit Chopra said in a statement about the transaction last year. “As more banking and payment activity takes place in video games and virtual worlds, the CFPB is looking at ways to protect consumers from fraud and scams.”
The video game industry remains largely unregulated despite facing multiple lawsuits and government investigations over the past few years. Just last month, the Federal Trade Commission A settlement has been reached with Epic GamesThe company, the developer of Fortnite, must refund more than $245 million to users who were allegedly tricked into buying the game’s virtual currency.
The CFPB’s proposal likely won’t take effect anytime soon. In a press release issued Friday, the company said it will specifically seek feedback from gamers about the protections they need. The response deadline is March 31, 2025.