U.S. CFPB flags risks in virtual worlds’ crypto economy

U.S. CFPB flags risks in virtual worlds’ crypto economy

The agency pointed out that crypto assets in virtual environments like Decentraland and The Sandbox can be exchanged for fiat currency on other cryptocurrency platforms

The agency pointed out that crypto assets in virtual environments like Decentraland and The Sandbox can be exchanged for fiat currency on other cryptocurrency platforms.

The Consumer Financial Protection Bureau (CFPB) has targeted crypto-centric gaming in its report, warning against scams and reduced consumer safeguards in video games and virtual realms.

The CFPB's report titled "Banking in Video Games and Virtual Worlds," released on Thursday, April 4, highlights the increasing interest among gaming creators in bridging virtual items to reality. Although crypto's presence in virtual gaming is limited, it is gaining traction.

Despite their lower popularity compared to mainstream gaming platforms like Roblox or Fortnite, the agency emphasized the significance of crypto-asset virtual worlds. Third-party trading platforms allow users to convert virtual assets into fiat currency, enhancing their liquidity beyond conventional gaming markets. The agency's report stated:

"Notably, some of the largest virtual gaming world publishers have expressed growing interest in positioning their virtual items as crypto-assets that have the ability to be traded outside of the game's economy."

The agency noted that crypto assets in virtual environments like Decentraland and The Sandbox can be exchanged for fiat currency on other cryptocurrency platforms.

Alexander Grieve, government affairs lead at Paradigm, noted that reports such as the one published by the CFPB on Thursday could signal upcoming regulatory actions. He suggested that the CFPB, like many federal agencies, is seeking its regulatory role in the cryptosphere, with this report potentially serving as one avenue, mainly if changes are made to their Larger Participants wallet rule.

The CFPB noted that online video games and virtual worlds are becoming akin to traditional banking but lack expected federal protections. The agency received complaints regarding hacking attempts, account theft, and asset loss within games, with consumers expressing dissatisfaction over the lack of support from gaming companies.

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