Insights and Analysis

Game on for privacy: Spanish and Belgian DPAs set best practices for the video game industry

games computer online in internet cafe ,esports concept
games computer online in internet cafe ,esports concept

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.

Framing video games for the purposes of the Guidelines and beyond

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”.

Data processed within the video game environment & main risks

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:

  • Linkability: associating different data items or data subjects’ actions to learn more about the data subject or their group.
  • Identificationand doxing: one of the actors of the video game ecosystem learning the identity of a data subject directly or indirectly. Doxing is essentially the public release of private information about a person, which is typically intended to be kept confidential.
  • Inaccuracy: this risk appears to be particularly relevant for age verification and anti-cheat systems, where inaccurate data collected via telemetry or behavioural inferences can lead to unfair outcomes.
  • Non-repudiation:  continuous and persistent tracking, logging and retention of users’ data may create an irrefutable evidential trail.
  • Deception: reliance on deceptive design and dark patterns to trick players into decisions they would otherwise avoid1.
  • Threats to children and other vulnerable players: these risks become even clearer in F2P models and microtransactions. Moreover, concerns around monetisation include risk of addictive behaviours and overspending. Children, especially young ones, are vulnerable in this regard. Deceptive design can exploit these vulnerabilities, for example by creating the impression that players who do not make in-game purchases will lose access to exclusive content or gameplay advantages.

Key recommendations: A lifecycle approach

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.

  1. Pre-production. Every actor must pass a "GDPR role gate", determining controller, joint controller, or processor status for each processing activity (multiple examples are provided in a question-answer format, and joint controllership is not uncommon in this sector). Primary responsibility to comply with GDPR falls on controllers, and the Guidelines explore their main obligations.

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.

  1. Release. The GDPR role gate remains the first step. Transparency must be embedded in the player experience, not buried in legal text. The Guidelines propose PEGI-style "privacy labels" at the point of decision. Consent must be granular, with "Reject All" as prominent as "Accept". Also, purpose creep is singled out: telemetry collected for debugging must not silently migrate into monetisation without an appropriate legal basis. Data subject rights must live inside the game, not on external web forms. The right of access, for instance, should cover not only personal data stored but also the inferences derived from it. As for the right to erasure, controllers should clearly inform players of the consequences of deletion (e.g., loss of progress, in-game purchases, or social connections) before processing the request.
  1. Post-production and end-of-life. After revisiting the GDPR role gate, the Guidelines state that controllers should conduct periodic reviews, rotate logs, and retire unnecessary telemetry fields. When a game sunsets, data must be purged, inferences anonymised, and players notified before shutdown.

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).

Conclusion & looking ahead

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).

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