The case involved an entity trading “gold” from the RuneScape game, which argued that such activity should fall under the VAT exemption applicable to financial services. The CJEU disagreed.
The ruling is already considered an important signal for the entire gaming industry, where virtual currencies are widely used.
A Lithuanian company was acquiring and reselling virtual “gold” from RuneScape. The tax authorities found that the income generated exceeded the VAT registration threshold and that the transactions were subject to taxation. However, the taxpayer argued that the sale of “gold” should be treated as a transaction involving a virtual currency of a financial nature and thus benefit from the exemption under Article 135(1)(e) of the VAT Directive.
The CJEU rejected this line of argument, emphasising that a virtual currency may qualify for VAT exemption only if both of the following conditions are met:
In the case of RuneScape, neither of these conditions was fulfilled - the virtual “gold” can be used exclusively within the game and is not accepted outside its environment.
The CJEU clearly held that:
The Court also highlighted that a video game imposes restrictions on the use of virtual goods and that players do not own them - they merely hold a user licence. This also stems from RuneScape’s terms of use and was one of the arguments confirmed in industry and tax-law analyses.
“The CJEU’s ruling is a clear signal for the gaming industry: virtual currencies used solely within a game environment cannot benefit from the VAT exemption applicable to financial services. This means the need for more detailed analysis of operational and tax models in projects involving purchases of virtual currency.”
In Lipiński’s view, although the general stance of the CJEU is unambiguous, this does not rule out the possibility that in certain circumstances game publishers creating complex marketplaces might develop trading mechanisms that meet the VAT exemption criteria. The key factor is the economic and legal structure of the exchange system.
“It is advisable for gaming studios and platform operators to review their VAT settlements - especially where virtual currency may have payment-like functions and is exchangeable within a broader ecosystem of services,” he adds.
The judgment has significant practical implications:
The industry, which increasingly develops advanced digital ecosystems and marketplaces, should note that the CJEU applied very strict criteria based on earlier case law (including Hedqvist, C‑264/14).
The CJEU judgment of 5 March 2026 in case C‑472/24 confirms that virtual currencies used exclusively within a game environment cannot be treated as means of payment within the meaning of VAT legislation.
Consequently, the sale of virtual currencies is a taxable electronically supplied service. For the gaming sector, this is a clear signal that business models based on virtual currency payments must be carefully analyzed from a VAT compliance perspective - especially where platforms create more advanced marketplaces in which digital currency functions may resemble payment mechanisms. The judgment does not entirely close the discussion but sets strict criteria that must be met.