PEGI (Pan-European Game Information Organization), the European video game rating body, recently...AnnounceStarting in June 2026, the website will fully expand its age rating system. This major overhaul will shift the focus from traditional "violent and pornographic content" to "online interaction risks" and "business mechanisms."
In the future, any game containing paid gacha, gacha pulls, or loot boxes will be classified as PEGI 16 (16+ only); games involving NFTs or blockchain mechanisms will face the strictest PEGI 18 (18+) rating. This historic change, hailed as "protecting minors from digital exploitation," will inevitably have a profound impact on the global free-to-play and mobile game ecosystem.
A new classification standard targeting "commercial and psychological manipulation mechanisms"
PEGI Executive Director Dirk Bosmans emphasized that this ambitious update will provide parents and players with more practical and transparent advice to truly reflect the overall experience players may encounter in games. In addition to collaborating with an internal expert committee, this standard-setting process also heavily referenced the experience of similar reforms implemented by the German age rating agency USK in 2023.
According to the latest guidelines published by PEGI, new games submitted for review starting in June 2026 will face the following rigorous scrutiny regarding "interaction risks":
• Paid random items (gacha/loot boxes): Instantly upgrade PEGI 16
This is undoubtedly the most far-reaching regulation. Any game containing random items that require real money to purchase (such as gacha, card draws, and loot boxes) will have its default rating raised to PEGI 16. If the mechanism involves casino simulation, it will be raised to PEGI 18, meaning that most mainstream mobile gacha games or sports games with card draw mechanics will face sales or advertising restrictions for players under 16 in Europe.
• Limited-time/limited-quantity consumption traps (such as battle passes): PEGI starting at 12
Regarding in-game content purchases, if a game offers "limited-time or limited-quantity discounts" (such as time-limited paid battle passes), the rating will start from PEGI 12 because this creates psychological pressure (FOMO) on players to return to the game.
However, if the game has a built-in control function that allows parents to preset and disable spending, it may be downgraded to PEGI7. It's worth noting that any game containing NFT or blockchain-related mechanisms will undoubtedly be classified as the highest level, PEGI 18.
• Reservation for Play and Penalty Mechanism (Daily Quests): PEGI 7 / PEGI 12
Many games employ "timed play mechanisms" to maintain daily active users (DAU). If a game simply rewards players with consecutive logins or daily quests, it will maintain a PEGI rating of 7, but must be accompanied by a detailed label description. However, if players are "penalized" for not logging in daily (e.g., losing status, having rewards deducted, or progress regressed), this strong psychological coercion mechanism will raise the game's rating to PEGI 12.
• Unrestricted online communication: PEGI 18
Protective measures against toxic online environments are also taken into consideration. Games that offer completely unrestricted text, voice, or video chat (e.g., lacking blocking or reporting mechanisms) will be directly rated PEGI 18.
Drawing on the German experience, one-third of game ratings may rise.
Elisabeth Secker, General Manager of USK Germany, said that since Germany implemented a similar new system, more than 30% of submitted games have been subject to at least one of the new standards, and about one-third of these games have had their age ratings raised as a result, which has been very effective.
In response to the new regulations that took effect in June, PEGI requires publishers to provide additional information about these new features when submitting their applications for review. The first list of games rated according to this new standard is expected to be released this summer.
Analysis of viewpoints
PEGI's major move can be considered a significant turning point in the history of global game regulation.
Past game rating systems typically targeted "inappropriate content" in terms of visuals or sound (such as gore, violence, and pornography). However, PEGI directly targets the game industry's long-standing "monetization models" and "behavioral psychology design" (such as FOMO). By equating gacha mechanics and loot boxes with 16+ ratings, PEGI effectively declares that most mobile games and game-as-a-service (GaaS) that were originally marketed as "suitable for all ages" will face severe age barriers and parental resistance in the European market.
This policy will force major game publishers to face a difficult choice: to completely remove gacha and time-limited pass mechanisms from European versions of games in order to maintain a low-age rating (such as PEGI 3 or 7), or to swallow the PEGI 16 or even PEGI 18 label and risk a significant reduction in the potential user base? With Europe taking the lead, whether the ESRB in the United States or other rating agencies in other regions will follow suit with this "anti-digital exploitation" standard will be the most noteworthy regulatory storm in the game industry in the coming years.




