Reshaping the Game: An EU-Focused Legal Guide to Generative and Agentic AI in Gaming

oliver belitz Module
Oliver Belitz

Counsel
Germany

As an IT lawyer specialising in Emerging Technologies, in particular Artificial Intelligence (AI), I help companies navigate the complex landscape at the intersection of technology and law. Based in our Frankfurt office, I counsel a wide range of national and international clients, from innovative start-ups to large multinational corporations.

simon hembt Module
Dr. Simon Hembt

Counsel
Germany

Counsel for IP, Copyright, and Industry Regulation – Specialising in Artificial Intelligence, Digital Media, and Games.

For decades, "AI" in gaming described little more than the predictable, rule-based behaviour of computer-controlled opponents. Today, that reality is being fundamentally reshaped by two concurrent technological revolutions: 

  • Generative AI, a powerful engine for creating content at unprecedented scale, and 
  • the more profound emergence of Agentic AI, which breathes life into autonomous systems that act independently. 

These systems range from dynamic, "living" characters with their own goals to intelligent backend processes for game testing and dynamic difficulty adjustment, all capable of perceiving, reasoning, and acting on their own.

This twin advancement unlocks immense creative and commercial opportunities, yet the rapid transformation is not without friction. Within the industry, it has created a palpable tension between the executive-level push for efficiency and a growing concern among creative professionals regarding potential job displacement and a homogenization of game design. Another major source of tension lies in the strategic value of intellectual property (IP): game companies typically build strong IP portfolios – comprising storylines, iconic characters, or entire worlds – and are reluctant to risk losing control or distinctiveness by delegating core creative processes to AI. At the same time, this evolution propels developers, publishers, and their counsel into a new frontier of complex legal challenges from an EU perspective. Questions surrounding copyright, compliance with landmark regulations like the EU AI Act, and the responsible use of player data are no longer theoretical but urgent strategic considerations.

This article serves as a legal guide for decision-makers in the gaming industry. It will dissect these core technological transformations (Sections 1 to 2) to provide the necessary context for a deep dive into the critical legal implications in the EU (Section 3 to 9) and the strategic responses required to navigate this new era successfully (Section 10).

1. The Generative AI Content Engine

2. The Agentic AI Revolution: From Scripted Puppets to Autonomous Actors

3. The Copyright Quagmire: Training Data, Ownership, and Third-Party Rights

4. The EU AI Act: A Compliance Roadmap for the Games Industry

5. Platform Law, Youth Protection and Media Regulation in an AI-Driven World

6. Contractual Frameworks in the AI Era

7. Data Protection: The Fuel for Personalized Experiences

8. Beyond Physical Harm: Liability for Defective AI and Data Loss

9. AI Governance: From Policy to Practice

10. Final Recommendations: Navigating a New Legal Landscape

 

1. The Generative AI Content Engine

The first pillar of the AI revolution in gaming is “Generative AI”, defined as artificial intelligence (AI) capable of creating new content such as images, text, code, or sounds. For a vast majority of game studios, these tools have rapidly transitioned from experimental curiosities to integral components of the development workflow. Their primary function is to act as a powerful content engine, automating and accelerating complex tasks to an extent that allows development teams to iterate faster, reduce costs, and reallocate human talent to more creative and high-value work.

1.1 Rapid Prototyping and Concept Art

The earliest stages of development — prototyping and ideation — have become the most fertile ground for Generative AI adoption. Here, AI functions as a creative partner, allowing designers to rapidly explore a wide visual space. An artist can use a text-to-image generator to produce dozens of variations on a character, environment, or prop in minutes, a process that would have traditionally required days of manual sketching. For example, one indie studio reported creating 17 distinct character concepts for a new game in under a week, estimating this would have previously taken a full team over a month, showcasing a dramatic increase in efficiency.

1.2 Scalable Asset Creation (2D & 3D)

Once a game's artistic direction is set, Generative AI is deployed as a content factory to produce core in-game assets at an unprecedented scale. This is most evident in the creation of 2D and 3D models, where technologies like text-to-3D and image-to-3D have advanced rapidly. A growing ecosystem of specialized platforms now allows developers to convert 2D concept art into thousands of textured 3D models automatically. Some studios report time and cost savings of up to 20-fold compared to traditional modelling pipelines. Major game engines are also integrating these capabilities natively, offering tools to generate sprites, textures, and 3D meshes from simple text prompts.

1.3 World-Building and Procedural Content 

Generative AI is transforming the creation of game worlds in two distinct ways: 

  • In its role as a development tool, an artist or designer can use high-level, natural language prompts — such as "create a forest grove at dawn" — to generate detailed, fully populated 3D scenes. This output serves as a sophisticated starting point that is then manually curated and refined by human artists, who maintain full creative control over the final look and feel of the game world.
  • Separately, Generative AI is also enhancing live Procedural Content Generation (PCG) systems. While traditional PCG often relied on a limited set of rules and pre-made assets, which could lead to repetitive environments, modern approaches leverage Generative AI to build far more sophisticated and dynamic generation systems. Instead of simple randomization, these enhanced systems can be trained on a specific artistic style or a vast library of assets. 

1.4 Dialogue, Quest, and Code Generation

In a similar vein, Generative AI serves as a powerful co-writer and assistant for creating text-based static assets:

  • Dialogue and Narrative Scripts: Developers use large language models (LLMs) to rapidly generate extensive scripts for non-player character (NPC) dialogue, quest descriptions, and branching narrative paths. This allows for the creation of much larger and more complex story structures than would be feasible with manual writing alone. These scripts are then integrated into the game as fixed text.
  • Code and Blueprint Generation: AI-powered "co-pilots" have become indispensable for programmers. These tools integrate into code editors to provide context-aware suggestions, accelerating the development of both C++ and visual Blueprint scripts and helping to reduce bugs.

2. The Agentic AI Revolution: From Scripted Puppets to Autonomous Actors

While Generative AI provides the static assets for a game, “Agentic AI” provides the dynamic behaviour. This second pillar of the AI revolution marks a fundamental evolution from AI as a tool that generates content to AI as an autonomous system that acts within the game world.

2.1 The Core Concept: Perception, Reasoning, and Action

At the heart of any agentic system is a continuous operational cycle that allows for its independent behaviour. This loop consists of three key phases:

  • Perception: The agent collects data from its environment, such as the current game state, the player's position and inventory, or the behaviour of other in-game entities.
  • Reasoning: It processes this data to understand the context, update its objectives, and formulate a plan of action to achieve its long-term goals. For example, to determine whether the difficulty level is still appropriate for a given player.
  • Execution & Learning: The agent executes its chosen action, observes the outcome, and uses this feedback to evaluate its success and adapt its future decision-making. For example, it may lower the difficulty level — by weakening enemy non-playable characters — when it detects that a player is becoming frustrated.

For those interested in the application of Agentic AI in industries beyond gaming, we recommend our separate Agentic AI article.

2.2 Key Application Scenarios

Instead of broad categories, the power of Agentic AI becomes clear when looking at concrete applications that fundamentally change the player experience.

2.2.1 The Emergent Narrative and the "Living" NPC

This is the flagship use case for Agentic AI. Instead of a pre-scripted story, the narrative emerges dynamically from the actions of autonomous characters. An NPC is no longer a static quest dispenser or conversational partner with a limited dialogue tree. They have persistent memories, remembering if a player helped or betrayed them in the past. They pursue their own goals and can form relationships with other NPCs, leading to unscripted events and a world that feels genuinely alive. A prime example is a life simulator, which could feature fully agentic NPCs designed to plan, act, and reflect on their decisions.

2.2.2. The Autonomous Teammate and the Adaptive Adversary

Agentic AI can also create companions and foes that behave with human-like intelligence.

  • The Autonomous Teammate: This involves AI-driven squad members that operate not as scripted followers (which would passively wait for the player to trigger the next event), but as true partners. They can communicate using natural language, make independent tactical decisions, and coordinate with the player, making a single-player game feel like a cooperative experience. 
  • The Adaptive Adversary: This technology allows for the creation of enemies that break the mold of predictable, pattern-based encounters. AI-powered bosses could learn from players' tactics across fights, adapting their strategies to provide a unique and escalating challenge with each battle.

2.2.3 The "Sentient" Game World and Intelligent Backend Systems

Agentic AI is also being applied to make the game world itself and its underlying systems more responsive and intelligent.

  • Dynamic Difficulty Adjustment: The game itself acts as an agent. It perceives a player's performance in real-time and acts by subtly adjusting the level of challenge to keep the player in a state of "flow," which has been shown to significantly increase engagement and retention.
  • A World That Adapts to the Player: Beyond just adjusting difficulty, an agentic system can perceive a player's individual playstyle and dynamically alter the game world to match it. For example, if the AI detects that a player enjoys exploration, it could generate more hidden paths or unique landmarks in real-time. Conversely, if a player prefers combat, the system might generate more spontaneous enemy encounters, making the world itself feel as if it is evolving and responding directly to the player's actions.
  • Intelligent Quality Assurance: During development, "QAgents" are deployed to test games. Unlike rigid scripts, these agents explore game worlds with human-like curiosity, actively trying to break systems and identify bugs, which frees up human QA teams to focus on more subjective feedback.

3. The Copyright Quagmire: Training Data, Ownership, and Third-Party Rights

Parallel to the rapid technological adoption, an intense and unresolved debate over copyright has created significant legal uncertainty for the games industry. The core conflict pits the foundational need of AI models for vast amounts of training data against the fundamental principles of IP protection. This creates a dual challenge: studios must manage the risks associated with the AI tools used during development, while also addressing the novel IP issues that arise from content generated by Agentic AI in real-time during gameplay.

3.1 Challenges from AI Content Creation (During Development)

3.1.1 The Legality of Training Data

The first major hurdle concerns the data used to train generative models. When AI or even game developers train or finetune their own AI tools, they must consider the legality of using training data like graphics or other game elements that may be protected – e.g., under EU copyright. Using such components for training/fine-tuning AI models generally require the consent of the right holder, typically through licensing public or private datasets. 

If a developer wants to obtain data through scraping, the approaches differ across key jurisdictions, creating a fractured global landscape:

  • In the European Union, parts of the scraping process (e.g., saving images from a website onto a storage medium) typically constitutes a copyright-relevant reproduction, which generally requires a legal justification — most commonly, the rightsholder’s consent. In addition, there are statutory exceptions — such as quotation rights — that can also justify unauthorized acts. For scraping, Article 4 of the EU Copyright Directive (2019/790) provides a specific exception for text and data mining (TDM). This exception requires in particular that (1) the content is lawfully accessible (e.g., freely available on the internet) and (2) the rightsholder has not opted out. Concretely, in the gaming context, this could mean: the exemptions cover a crawler collecting publicly available game reviews, forum discussions, or even wikis describing the lore of fantasy worlds (provided no opt-out has been declared). Based on this training data, the AI then learns which elements make a game engaging and which concepts are popular. In contrast, many in-game designs are likely to be behind paywalls, meaning they are not freely accessible — the TDM exception would not apply here, and licensing would be required.
  • In the United States, the more flexible, four-factor test of the "fair use" doctrine guides the analysis ((i) the purpose and character of your use; (ii) the nature of the copyrighted work; (iii) the amount and substantiality of the portion taken, and (iv) the effect of the use upon the potential market). First instance US courts have shown some openness to the argument that using copyrighted works for AI training is a ”transformative“ use and may therefore qualify as fair use, but this is still an ongoing process.

3.1.2 The Question of Ownership: Who Owns AI-Generated Content?

The second critical question is whether content created by Generative AI can be protected by copyright at all. Both EU and US copyright law require a minimum level of human creativity for protection.

  • In the European Union, a work must be the “author’s own intellectual creation”. According to the European Court of Justice (Cofemel – C-683/17), this means the result must be identifiable with sufficient precision and objectivity and reflect the author’s creative freedom and personality (e.g., the design of the avatar of a main character in a game). 
  • In the United States, the Copyright Office and courts follow a similar standard: protection requires “sufficient human authorship”. Works generated entirely by AI are not eligible. In Thaler v. Perlmutter (2023), a federal court confirmed that non-human authorship falls outside the scope of the Copyright Act.

Under both EU and US copyright law, the core issue with Generative AI lies in the requirement of human authorship: protection is only granted if a human meaningfully shapes the creative output. This means that the AI must function as a tool, not as the true originator of the work. The human must retain creative control over the process — whether through substantive pre-selection of inputs controlling all creative decisions in the process (e.g., using original, human-created textures or narratives as context for generation and let the AI just slightly modify it) or through significant post-editing, curation, and integration of the AI output into a larger, human-driven creative vision. If the AI’s contribution dominates and the human role is merely technical or editorial, copyright protection is likely to be denied under both regimes.

As a result, AI-generated content may only be protected if a human exercises creative control — potential example (still subject to clarification under EU case law): For instance, a game designer might input richly detailed, self-created character concepts into an AI tool, which then suggests minor stylistic variations. If the AI merely refines what is essentially a human creation, copyright protection extension to this final product is likely — the designer retains creative control. In contrast, simply pressing “generate” and inserting the unedited output into a game is unlikely to meet the threshold for copyright protection — under either regime.

This has profound implications for game developers. If key game assets — such as character designs, environments, or story elements — are generated by AI without significant and demonstrable creative input from a human, they may not be protected by copyright. This would mean such assets could fall into the public domain, allowing competitors to freely use them without consequence. The more significant the IP is to the game's identity, the more crucial sufficient human intervention becomes to secure ownership.

3.1.3 Risk of Third-Party Infringement

Developers have a fundamental duty to ensure their game content does not infringe on third-party rights. 

While the risk of IP infringement is not new, the speed and scale of AI-generated content production significantly increase the likelihood of unintentional overlaps with protected third-party works. Unlike traditional asset creation, where references and influences are easier to track, generative models may reproduce elements from vast training datasets in ways that are hard to trace or predict — especially when prompts are vague or generic. This risk is particularly pronounced in games, which often combine a wide range of creative elements — such as characters, visual assets, music, dialogue, and lore — into a single product. The sheer density and diversity of creative components make it more likely that some AI-generated content unintentionally resembles existing IP.

The first line of defence is a rigorous “sanity check” process, designed to identify and flag potentially infringing elements before they make it into the final build. In practice, this may include: Reverse image searches or similarity detection tools for AI-generated art or textures and manual IP clearance reviews by legal or IP-savvy teams, particularly for characters, names, logos, and UI elements.

For residual risks, studios often rely on contractual safeguards. Choosing a low-risk AI provider that offers indemnification against infringement claims is a key step. However, it is important to recognize the limits of this fallback: contractual indemnification often has its own hurdles and, crucially, does not protect a studio from an injunction that prohibits the use of an infringing asset, which could force costly post-launch patches or content removal.

3.2 New Challenges from Agentic AI (Real-Time Content Generation)

The second, more novel set of challenges arises when Agentic AI generates real-time content dynamically during gameplay, creating a live and unpredictable environment.

3.2.1 Protecting Real-Time Content

Since fully autonomous, machine-generated story arcs, dialogue, or items may not meet the threshold for copyright protection, studios face the challenge of securing ownership over their dynamically evolving game worlds. A viable strategy is to ensure the Agentic AI pipeline relies on a pre-cleared "design corpus" of assets — such as iconic characters, core plot elements, and key items — whose existing copyrights can extend to the AI's output when these elements are recognizably reproduced. This leads to a core principle: the more important the asset, the more tightly the AI agent must be constrained, in some cases even to deterministic behaviour (i.e., generating a specific, predefined output out of the design corpus).

3.2.2 Mitigating Real-Time Infringement Risk

Beyond securing rights for training data and base assets, developers must also ensure that their Agentic AI systems do not infringe third-party rights in real time. There is the risk that courts may well attribute the AI’s outputs to the game provider who chose to deploy it — particularly where the provider retains control over the system’s capabilities and integration.

If an in-game AI generates content that is recognisably derived from a third party’s copyrighted work, the provider may face direct liability for unauthorized reproduction or communication to the public — unless a valid licence or statutory exception (e.g., parody or pastiche) applies.

To manage this risk, developers should implement content boundaries and technical safeguards, such as: Restricting the model’s ability to generate certain types of content (e.g., through content filtering) and ensuring human oversight for high-risk outputs (e.g., player-facing dialogue, visuals, or story elements).

In multiplayer or user-generated content (UGC) settings, where players influence the AI’s output (or are able to produce in-game content with AI themselves), a notice-and-action-based liability model — similar to that under the EU DSA — could be appropriate. Under such a model, providers might only face liability after receiving a specific, sufficiently detailed notice and failing to act expeditiously. While this model is not (yet) codified in IP law, future regulatory or case-law developments may push in that direction — especially as AI-enabled player creativity blurs the line between system autonomy and user agency.

4. The EU AI Act: A Compliance Roadmap for the Games Industry

It is a common misconception that the “EU AI Act” (Regulation (EU) 2024/1689) holds little relevance for the games industry, based on the assumption that most traditional in-game AI — such as for NPC pathfinding — does not fall into any of the EU AI Act’s categories. However, this view is overly simplistic. In a world increasingly reliant on Generative and Agentic AI, a careful assessment against the Act's classifications and, crucially, its obligations for “GPAI” (General-Purpose AI) models is essential. The arrival of the EU AI Act therefore presents a dual challenge: Studios must navigate not only the direct application risks posed by their in-game mechanics but also the separate, complex regime governing the GPAI models that power both development and live operations. Its extraterritorial scope means these rules apply to any company whose AI systems are used by players within the EU, regardless of the company's location.

4.1 Application Risks: Prohibitions, High-Risk Systems, and Transparency

This first layer of compliance requires studios to assess their game designs against the Act's risk-based pyramid. For most, the strategy will be to design systems in a way that avoids the highest-risk categories entirely.

  • Prohibited AI Practices: The Act bans AI systems that deploy subliminal or manipulative techniques to materially distort a person's behaviour in a way likely to cause significant harm, or that exploit the vulnerabilities of a specific group, such as children. To avoid this "red line", studios must critically audit their engagement and monetization mechanics. For instance, an AI-driven system that uses psychological profiling or tracks player frustration to present a perfectly timed, targeted offer to induce a purchase could be deemed a prohibited manipulative practice. 
  • High-Risk AI Systems: The most relevant trigger for the games industry in this category is the use of AI for emotion recognition. A game mechanic that analyses a player's voice, facial expressions, or even gameplay patterns to infer their emotional state would likely be classified as high-risk, subjecting the developer to burdensome compliance obligations, including comprehensive risk management systems, extensive technical documentation, and human oversight. 
  • Transparency Obligations: For less risky applications, the Act mandates transparency. This duty is triggered when players interact with certain AI systems and must be implemented clearly. For example, if a game uses Generative AI to power the dialogue of a character — particularly in a multiplayer context like an MMORPG where an AI-controlled companion might join a player's raid party and act indistinguishably from human players — developers must ensure players are informed that they are interacting with an AI system, unless it is already obvious from the circumstances. Similarly, if the game generates synthetic audio, image, video or text content that could be mistaken for real (a "deepfake"), that content must be marked as artificially generated in a machine-readable format. This becomes particularly relevant if Generative AI is used to create an in-game avatar based on a real person, such as a player or a hired model. 

4.2 The GPAI Regime: A Critical Audit for Deployed AI Models

Separate from the application risks, a distinct set of rules applies to the underlying GPAI models themselves. Since many of the Generative and Agentic AI tools used in game development and operations can easily qualify as GPAI models, studios must conduct a careful, multi-step analysis to understand their potential obligations:

4.2.1 Classification: Is it a GPAI Model?

The first step is to determine if an integrated AI — be it a LLM for NPC dialogue or a text-to-3D generator — falls under the Act's definition of a GPAI model. The official “GPAI Guidelines” recently published by the EU's AI Office provide new clarity on this classification (including training compute thresholds), helping companies to assess the models they use. These models must be distinguished from the systems into which they are integrated (including, among other things, the addition of a GUI).

4.2.2 Role Definition: "Provider" or "Deployer"?

This distinction is the most critical fork in the road, as the comprehensive GPAI obligations fall on the Provider, not the Deployer (i.e., the commercial user). However, this classification is not always straightforward. A studio can become a de facto Provider, even if it doesn't build a model from scratch. This can happen if a studio commissions the development of a model and then places it into service under its own name or brand, even for purely internal use. 

Here again, it is crucial to clearly distinguish between the model level and the system level. There is a possibility that the system into which the GPAI model (e.g., an LLM) has been integrated (e.g., a game) is placed on the market, but not the underlying model itself. This would not trigger any GPAI obligations. However, legal fictions can still pull a company into the Provider role: If a studio integrates a never published GPAI model (e.g., an LLM) into its own product (e.g., a game)  and then places that product on the market, the integrated GPAI model may be considered "placed on the market," making the studio its Provider.

4.2.3 The Fine-Tuning Scenario: When Modification Makes You a Provider

The most common use case for many studios is the adaptation of a pre-existing foundation model (esp. open source LLMs) through fine-tuning. A critical question is when this modification is substantial enough to make the studio the Provider of a "new" GPAI model. The GPAI Guidelines provide specific criteria to assess this (again, including training compute thresholds), forcing studios to carefully evaluate the extent of their modifications. A simple fine-tuning for a narrow task may not suffice, but a more significant alteration that substantially changes the model's core capabilities could easily trigger full Provider obligations. 

4.2.4 The Provider's Obligations: A Tightrope Walk Between Compliance and Risk

If a studio determines it is a Provider of a GPAI model, it must adhere to a specific set of obligations. These include preparing technical documentation for the AI Office and downstream providers, establishing a copyright policy to demonstrate how it respects IP law, and publishing a sufficiently detailed summary of the data used for training. To aid in this, the AI Office has published practical tools, including the “GPAI Code of Practice” and an official template for the training data summary. However, fulfilling these obligations remains a strategic tightrope walk: Studios must disclose enough information to satisfy regulators and avoid fines – without at the same time providing potential litigants, such as rights holders scrutinizing training data, with unnecessary ammunition.

5. Platform Law, Youth Protection and Media Regulation in an AI-Driven World

As Generative and Agentic AI transform games into dynamic, ever-evolving online environments, this may increasingly raise questions under platform regulation, media and youth protection frameworks, as well as consumer protection law.

For developers, this means they may need to navigate a legal landscape where certain games — especially those with interactive, AI-driven features — could be viewed more like online platforms, potentially triggering stricter obligations around content governance, age-appropriate design, and player safeguards.

5.1 The Digital Services Act (DSA) and AI-Powered UGC

The EU's Digital Services Act (DSA), fully effective since February 2024, is highly relevant for games that allow players to create and share their own content. If UGC plays a significant role in a game, the developer may be classified as a host provider or an online platform, triggering a host of obligations.

One key regulatory aspect under the DSA is the notice-and-action mechanism, which requires providers to implement systems for removing illegal content upon receiving a sufficiently substantiated notice. This obligation can directly apply to AI-generated user content. Compared to the pre-AI era, generative tools dramatically lower the threshold for users to create and distribute complex content, including content that may infringe IP rights or violate other legal standards. For example, if a player uses an external AI tool to create infringing or otherwise illegal material and uploads it into the game environment, the game provider may be required to act promptly once properly notified.

The challenge may become more complex in the future when developers themselves offer Generative AI tools within the game, such as allowing players to create custom in-game items, dialogue, or avatars. In these cases, it is advisable to implement preventive safeguards as part of a broader content moderation strategy — for instance, by blocking certain prompts that are likely to generate pornographic, hateful, or otherwise prohibited content.

5.2 Youth Protection and Media Regulation in the Age of Real-Time Content

When Agentic AI generates content in real-time, it raises significant challenges for existing youth protection laws. These regimes typically distinguish between several regulatory categories, each posing a unique problem for dynamic AI systems.

  • Strictly Prohibited Content: Every jurisdiction has laws that strictly prohibit certain types of content, such as child sexual abuse material or incitement to hatred. If an Agentic AI generates such content in-game — even unintentionally — there is the risk that a court or authority may attribute this to the game provider, who could then be held directly liable for its distribution. To mitigate this risk, developers must implement robust content filters tailored to each jurisdiction, ensuring that the Agentic AI is technically constrained from generating blacklisted material.
  • Age-Gated Content: In some jurisdictions, such as Germany, online-only games fall under the Interstate Treaty on the Protection of Minors in the Media (JMStV). This framework imposes specific obligations on developers to ensure that content which may impair the development of children or adolescents is not readily accessible to them. Where content is legal for adults but potentially harmful for minors, developers must implement technical access restrictions, such as effective age-verification systems and time-based or identity-based gating mechanisms. These obligations may extend to AI-generated content, particularly if Agentic AI can dynamically create scenes, dialogues, or interactions that fall into restricted categories under the JMStV. Developers should therefore consider implementing content filters, prompt restrictions, or output monitoring to ensure that AI-generated content remains within the bounds of the intended protection level.
  • Challenges to Age Rating Systems: Traditional age rating systems such as USK or PEGI are built on the assumption that all relevant game content is known and reviewable prior to release. This assumption is increasingly challenged by the use of Agentic AI, which may generate review-relevant content — such as dialogue, visual elements, or narrative branches — only after publication. While games have long used procedural generation and randomization, these systems operated within fixed design limits and would not, for example, insert zombies into a tractor simulator. Generative and Agentic AI, by contrast, can introduce entirely novel, unpredictable content, potentially undermining the validity of the assigned age rating. To ensure compliance, developers may need to constrain AI outputs to pre-approved asset pools, narrative modules, or other content types that can be meaningfully assessed during the classification process. Otherwise, there is a risk that an Agentic AI generates essential, review-relevant gameplay elements only after the game has been rated and released. Unless rating systems are adapted, the use of open-ended Agentic AI may result in the distribution of games without a valid or complete age rating. To ensure compliance, developers may need to constrain their AI within a defined framework — such as relying on pre-approved narrative modules or controlled asset pools that can be fully assessed by rating bodies. 

6. Contractual Frameworks in the AI Era

The deep integration of AI into the gaming ecosystem necessitates a thorough review and adaptation of key legal agreements. As dynamic, AI-driven systems blur the lines between developer, technology provider, and player, well-crafted contracts become a critical tool for allocating rights, defining responsibilities, and mitigating risk. 

6.1 Player Contracts (EULA & Terms of Service)

The End-User License Agreement (EULA) and/or a game’s Terms of Service (ToS) form the core of the relationship with the player. With the advent of AI, these documents require careful updates:

  • Transparency and Information Obligations: The contracts must clearly explain the role of AI in the game, including how it may dynamically alter game mechanics or personalize the experience. This transparency is essential to comply with consumer protection laws regarding automated decision-making and data usage.
  • Rights to AI-Generated UGC: For games that allow players to use in-game AI tools to create their own content, the ToS must clearly define the ownership and usage rights for that specific AI-generated UGC to prevent future disputes.

6.2 Developer-Publisher Agreements

The classic developer-publisher relationship is also being reshaped by AI, requiring contracts to address new types of risk and technical requirements:

  • AI Governance and Risk Allocation: Publishers will increasingly demand warranties from developers that their use of AI tools complies with internal governance policies and external laws (e.g., copyright, AI Act). The contract must clearly allocate liability for potential AI-related infringements or regulatory fines.
  • Technical Milestones and Acceptance Criteria: The agreement needs to define development milestones and acceptance criteria that account for the use of AI. This includes specifying the required state of AI-generated assets upon delivery (e.g., fully optimized and controlled by humans) to avoid issues related to "technical debt."

6.3 Engagements with AI Tool Providers

When licensing AI tools from third-party providers, the underlying contract is one of the most important risk management instruments a studio has:

  • IP Rights, Liability, and Scope of Use: The contract must clearly specify the scope of the AI license, delineate ownership of the output, and establish a framework for liability in case of AI glitches or unforeseen harmful content.
  • Warranties and Indemnification: Arguably the most critical clause. Studios should seek strong warranties and, crucially, indemnification from the AI provider against third-party claims, particularly for copyright infringement arising from the model's training data.

6.4 Agreements with Digital Storefronts

Game developers must also adhere to the terms of service set by the platforms where they distribute their games, such as Steam, the PlayStation Store, or the Apple App Store:

  • AI Disclosure Requirements: Platforms may increasingly become de facto regulators, requiring publishers or developers to accurately disclose their use of AI. Failure to comply with these disclosure policies can result in the game being rejected or removed from the store.
  • Compliance with Platform Policies: The terms will hold the developer responsible for ensuring that all game content, including any real-time content generated by Agentic AI, complies with the platform's content and safety rules (e.g., prohibitions on hate speech or harmful content).

7. Data Protection: The Fuel for Personalized Experiences

The integration of Generative and Agentic AI into gaming is revolutionizing the way player data is handled, enabling the processing of unprecedented volumes of information. However, this innovation comes with the critical responsibility of complying with strict data protection regulations, particularly the General Data Protection Regulation (GDPR) in the EU. As AI systems rely on player data as their fuel, addressing data protection becomes unavoidable in several key areas. It is also crucial to note that a growing body of official publications and guidance from both EU institutions and national data protection authorities addresses the complex interplay of AI and data protection, all of which must be carefully considered.

  • Processing for In-Game Personalization: Agentic and Generative AI systems thrive on the mass processing of personal data to function effectively. They analyse player actions, choices, communication patterns, and other behaviours in real-time to create personalized experiences, adapt difficulty levels, or generate dynamic content. This level of detailed profiling necessitates a robust data protection framework to ensure fairness and transparency for the player regarding how their in-game behaviour is being used.
  • Using Player Data for AI Model Training: Beyond the live game, studios often wish to use the valuable data generated by players to train and refine future AI models. This constitutes a distinct data processing purpose. Using player data to enhance future game titles or improve AI opponents requires a clear legal justification and must be communicated transparently to players. 
  • Data Flows and "AI as a Service" (AIaaS): Few studios build every AI system from scratch. Many will integrate third-party AI tools or connect to cloud-based "AI as a Service" (AIaaS) platforms for functionalities like natural language processing or content generation. This creates complex data flows where player data may be transferred to and processed by these external vendors. For studios, this elevates the importance of due diligence on their technology partners and necessitates strong Data Processing Agreements (DPAs). 

8. Beyond Physical Harm: Liability for Defective AI and Data Loss

The EU is currently modernizing its liability rules for the digital age. It's important to distinguish between two key initiatives:

The first was the proposed “AI Liability Directive” (AILD), which has since been put on hold. Its aim was to harmonize rules for fault-based liability claims, making it easier for victims to prove that someone's negligence in handling an AI system caused them harm. Its focus was often on scenarios involving physical damage, making its direct relevance to the pure software environment of gaming somewhat limited.

More impactful for the games industry is the recently revised “Product Liability Directive” (PLD). This directive governs the no-fault or "strict" liability of manufacturers for defective products. The modernization is significant for two reasons: the definition of "product" now explicitly includes standalone software and AI systems, and the definition of "damage" has been expanded to cover the loss or corruption of private data. This means that if a defect in a game's AI system corrupts a player's save file or deletes their digital inventory, this could now trigger a product liability claim against the studio. While not an all-encompassing threat, this development adds another layer of potential liability that studios must consider when designing and deploying AI systems.

9. AI Governance: From Policy to Practice

The preceding chapters have highlighted the significant opportunities, and the complex legal risks associated with Generative and Agentic AI. Navigating this landscape successfully requires more than a one-time discussion with legal counsel. The insights gained from analysing the AI Act, copyright law, and data protection must be translated into concrete, actionable guidelines for all employees who interact with AI systems. Without a structured approach, companies risk creating a chaotic and dangerous environment.

The worst-case scenario is a company with a sprawling portfolio of both approved and unapproved AI tools — the latter often referred to as "Shadow AI" — where leadership has no overview of the risks being taken. In such an environment, it is impossible to ensure that employees are adhering to legal requirements, protecting company IP, and safeguarding sensitive data. The most effective countermeasure is a consistent and well-communicated AI Governance framework. The foundational first step in building this framework is the creation of a comprehensive AI Use Policy. This policy should not be a one-size-fits-all document but rather a practical guide that provides clear rules and risk-based guidance for different employees and specific use cases. For example:

  • For AI-Assisted Coding: The policy would define which "co-pilot" tools are approved for use, establish protocols for handling code suggestions that may be subject to open-source licenses, and outline security measures to prevent the exposure of proprietary code to the AI model.
  • For AI-Powered Asset Generation: The policy should mandate the use of legally vetted, "low-risk" tools from providers who offer contractual indemnification. It would also formalize the "sanity check" process, requiring a human review of generated assets to mitigate the risk of infringing on recognizable third-party IP.
  • For Marketing and Player Communication: The policy would provide guidelines on using AI for personalized advertising to avoid manipulative practices prohibited by the AI Act and ensure compliance with data protection principles when processing player data.

A well-implemented AI Governance framework is not about restricting innovation. It is about enabling it responsibly. By providing clear guardrails, companies can empower their teams to leverage the power of AI safely, turning legal compliance into a sustainable competitive advantage.

10. Final Recommendations: Navigating a New Legal Landscape

Successfully navigating the new nexus of AI, law, and interactive entertainment requires a proactive and strategic approach. For developers, publishers, and their counsel, the following actions are essential for mitigating risk and thriving in this new landscape:

  • Apply a Tiered IP Strategy Based on Content Sensitivity. Not all game content carries the same legal and strategic weight. Studios should adopt a tiered IP approach: the more central and distinctive a creative asset is to the game's identity (e.g., core characters, narrative arcs, visual style), the greater the need for human authorship and control. By contrast, content that is repetitive, peripheral, or systemically generated (e.g., item descriptions, background assets, filler dialogue) can be more safely produced or enhanced with Generative AI — provided that appropriate safeguards and review mechanisms are in place. This strategic allocation of human and AI effort supports both creative integrity and legal defensibility, particularly in copyright-sensitive markets. 
  • Conduct Proactive Audits for AI Act Compliance. Studios should not wait for regulatory enforcement to act. It is crucial to conduct urgent and thorough audits of all engagement and monetization mechanics, particularly in free-to-play and live-service games, under the lens of the EU AI Act. The Act explicitly bans AI systems that deploy manipulative or exploitative techniques to cause harm, a definition that could challenge some common industry practices. Proactively redesigning systems to ensure they do not cross this line is essential to avoid having a core feature declared illegal in the EU market. 
  • Invest in Robust Content Moderation for UGC. As Generative AI supercharges the world of UGC, it presents a formidable moderation challenge. Platforms must invest in sophisticated, hybrid moderation systems to prevent the spread of illegal, infringing, or harmful material created with AI. This is a critical safety and legal concern, directly addressed by regulations like the EU's DSA which imposes due diligence obligations on platforms hosting user content. An effective strategy will likely involve leveraging AI-powered tools for scale while retaining human oversight for nuanced and context-sensitive decisions. 
  • Champion Transparency as a Core Brand Value. Beyond strict legal requirements, being transparent with players about the use of AI is crucial for building and maintaining trust. This includes clear communication in the T&Cs about how AI impacts game mechanics, explicit information on how player data is used to train or personalize AI systems, and in-game notices when players are interacting with AI-driven characters. In an industry where community trust is paramount, embracing transparency is not just a compliance task but a powerful differentiator.

By balancing the immense potential of Generative and Agentic AI with a steadfast commitment to legal diligence and ethical principles, the games industry can successfully navigate this new frontier, ensuring its future is not only innovative but also safe, fair, and respectful of player rights.

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