The video game and consumer tech market is undergoing a rapid restructuring phase. New European rules on in-game monetization, AI agents embedded in smartphones, regulatory pressure on content aimed at minors: this year’s high-tech and video game trends are reshaping what users can expect from the products they purchase.
PEGI Classification and Loot Boxes: The Game-Changing Regulation for Video Games
Since June 2026, any new game offering paid random items (loot boxes, card packs, gacha) is automatically assigned a minimum PEGI 16 classification. Mechanics deemed similar to casino games lead to a direct classification of PEGI 18.
This measure, announced on March 12, 2026, primarily affects widely popular sports franchises. The case of FC 27 is telling: a football game rated PEGI 3 for years shifts to PEGI 16 due to its Ultimate Team mode and its random paid packs.
For publishers, the constraint is twofold. On one hand, a higher rating mechanically reduces the eligible player base, particularly among minors. On the other hand, physical and digital stores apply visibility filters based on classification. A PEGI 16 game appears less frequently in family-oriented suggestions. To access news on Le Bon Geek and keep up with the evolution of these rules as new releases come out, regular monitoring remains the best reflex.
The message sent to studios is clear: random monetization now has a direct regulatory cost. Several publishers are already revising their progression systems to offer fixed-content purchases rather than random ones, anticipating further tightening at the European level with the Digital Fairness Act.

AI Agents on Smartphones: What Google Gemini Intelligence Changes in Practice
Embedded artificial intelligence on mobile is no longer limited to a chatbot in a dedicated app. Google has launched Gemini Intelligence, a AI agent capable of directly controlling the functions of Android smartphones. The difference from a traditional voice assistant lies in the execution autonomy: the agent can chain multiple actions without intervention between each step.
In practice, this means that a request like “book a table for two tonight near the office” triggers a search for restaurants, filters by availability, and pre-fills the reservation form. The user confirms at the end, not at each micro-step.
What Distinguishes an AI Agent from a Voice Assistant
A voice assistant executes an isolated command: setting a timer, sending a dictated message. An AI agent operates across multiple applications in sequence, retains context from one step to the next, and adapts its action if a condition changes (restaurant full, time modified).
This approach raises questions about permissions and privacy. To function, the agent accesses data from several applications simultaneously. Granular control of permissions becomes a selection criterion when activating or not these functions. Google offers an access dashboard, but the readability of these settings remains improvable.
Age Verification in Multiplayer Games: Towards a European Standard
France is examining the possibility of imposing age verification in multiplayer video games, based on what already exists for certain social networks. The issue goes beyond simple parental control: it involves integrating a technical mechanism at the level of the gaming platform itself.
Several methods currently coexist:
- Estimation through facial analysis, quick but contested in terms of privacy and reliability for adolescents close to the age limit
- Verification via digital ID, more robust but hindered by the lack of a standardized European identity wallet
- Double parental control coupled with an operator ID, an intermediate solution tested in some Nordic countries
The main technical challenge lies in interoperability. A French player on a server hosted in Ireland, using an account created in Germany, must undergo consistent verification regardless of the entry point. No single standard has yet emerged at the EU level, but the Digital Fairness Act under discussion could establish a common framework.

Announced End of Physical Games at PlayStation: What It Means for Buyers
PlayStation has announced the end of physical video games by 2028. This decision concerns the production of discs for new releases, not the existing hardware (consoles will retain their disc drives, at least for this generation).
For players, the most direct consequence affects resale. A digital game remains tied to the account that purchased it. The second-hand market, which allowed recovering part of one’s investment or buying at a reduced price, is gradually disappearing.
Storage and Bandwidth: The Hidden Costs of All-Digital
Current AAA games weigh several tens of gigabytes. Without physical media, the internal storage of the console and the quality of the internet connection become limiting factors. A household with a standard ADSL connection may wait several hours to download a recent title, whereas installation from a disc took a few minutes.
The shift to all-digital also redistributes the power to set prices. Without competition from the second-hand market or pressure from physical resellers, platforms fully control the pricing lifecycle of a game. Promotions exist, but their frequency and extent depend exclusively on the publisher’s and store’s commercial strategy.
These four axes (PEGI regulation, mobile AI agents, age verification, end of physical) share a common point: they shift the center of gravity from the product to the ecosystem surrounding it. The choice of a console, smartphone, or game relies less and less on the technical specifications alone, and more and more on the rules, permissions, and access conditions that govern their use.



