The dynamic development of the computer games market has led to a significant change in the monetization models used by game producers and publishers. The traditional sales model, based on a one-time purchase of a product by the consumer, has been largely replaced by solutions based on long-term user engagement and generating revenue through micropayments (microtransactions). Mechanisms known as loot boxes, consisting in the paid purchase of virtual packages with random content.
We are pleased to share that Kiełtyka Gładkowski KG Legal has published an expert contribution in Infor, one of Poland’s leading legal and financial publications, devoted to one of the most intriguing regulatory phenomena of the digital economy: loot boxes in video games.
The phenomenon of fake reviews in the digital space has evolved from a marginal image issue to a central focus of market supervision authorities and EU legislators. The contemporary ontology of this phenomenon extends beyond primitive content fabrication to encompass any form of communication that, by distorting the actual consumer experience, misleads the recipient, directly influencing their decision-making process. Legally, a fake review is considered not only a completely false message, but also one that, by omitting important facts or manipulating context, creates a false impression of the quality of a product or the reliability of a seller. This practice is classified as unfair commercial activity if its nature causes or is likely to cause the average consumer to make a transactional decision they would not otherwise make, thus violating the fundamental principles of fair dealing.