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The Spanish and Belgian Data Protection Authorities (DPAs) have jointly published Recommendations and Best Practices for Data Protection in Video Games (the “Guidelines”). This is the first coordinated, sector-specific GDPR guidance for the gaming industry. The timing is anything but a coincidence. The Guidelines arrive as regulators across the EU sharpen their focus on dark patterns, children's online safety (even when minors are no longer the main target of video games) and intensive behavioural profiling. All these issues converge in the video game space.
Rather than treating the entire industry as a single block, the Guidelines take a comprehensive approach: they identify five distinct ecosystem roles (hardware suppliers, creators/designers/developers, development technology providers, publishers and storefronts) and tailor its recommendations across three lifecycle phases (pre-production & production, release and post-production). This role/phase matrix, combined with the analysis of general GDPR risks, threats and obligations, results in a detailed and practical document, which concludes with almost 40 pages of practical checklists organised by role and obligation.
The Guidelines start by defining video games (a task that appears simple but has become increasingly complex over the years) as an interactive digital experience in which one or more players engage with virtual environments through a system of game rules, objectives and feedback, primarily used for entertainment, even where they are also used in educational or training contexts.
They further describe different types of video games (online/offline, cloud, VR/AR, free-to-play, freemium, and others), noting that free-to-play models encompass microtransactions, in-game advertising and other monetisation methods. A key takeaway is: “the more a game is, for example, online, cloud-based, personalised, or monetised through ads and microtransactions, the higher the risk for data protection”.
The categories of data processed in the context of video games are very broad. The Guidelines highlight the importance of continuous linkability of the information and reliance on pseudo-identifiers (including cross-game tracking through unique nicknames or individuals’ unique characteristics). Three broad categories of data (subdivided and developed therein) are identified: (i) account creation and management data; (ii) gameplay monitoring (telemetry – of which players are frequently unaware), and (iii) behavioural inference.
The Guidelines identify the principal risks and threats arising in the video game context. Notably:
The Guidelines are structured around the three phases of a game's life, ensuring that compliance is not treated as a last-minute add-on but embedded from concept to end-of-life.
The Guidelines favour local-first processing, keeping telemetry device-bound and transmitting only aggregated results to servers. The authorities also flag the “Russian dolls” problem (i.e. nested SDK chains that create opaque processor layers) and recommend integrating privacy into narrative and social design. Mods also receive specific attention.
Central to this phase is the analysis of deceptive and addictive design patterns. The authorities are clear that privacy by design extends beyond backend architecture and consent banners. It reaches into the game mechanics themselves. The Guidelines expressly flag manipulative consent flows, loot boxes triggered by player frustration, nudges that exploit spending vulnerabilities, and monetisation strategies built on behavioural inferences like churn risk or “whale propensity”. When addressing minors, the Guidelines establish that, unless a game is clearly and demonstrably aimed exclusively at adults, industry actors should assume children may be present and games should be designed accordingly.
Across all roles and lifecycle phases, the Guidelines return to a set of cross-cutting themes: allocating data protection responsibilities, embedding privacy by design from the earliest stages, guarding against purpose creep, ensuring meaningful transparency, and exercising particular caution around high-risk activities – notably monetisation-driven profiling, and protection of minors’ data (quite a hot topic nowadays).
Although these Guidelines are not legally binding, their joint publication by two supervisory authorities shows an appetite for sector-specific enforcement. Companies operating across the EU may treat this document as a de facto compliance benchmark, especially considering the AEPD's track record in issuing substantial fines and the Belgian authority's active role in cross-border enforcement.
The message appears clear: the era of treating video games as a regulatory afterthought is over. Privacy is now (and should have always been) a core design parameter and the clock is ticking for every player in the ecosystem. Nobody wants to face a privacy “game over”.
Authored by Joanna Rozanska, Santiago de Ampuero, and Hélène Boland.
References
1 The Guidelines provide for several examples on this, including encouraging microtransactions, loot boxes, or pay-to-win mechanisms (increasing the pressure to spend money during gameplay).