Does the Cyber Resilience Act Apply to Video Games?
Learn if the EU CRA applies to Video Games, what the core compliance requirements are, and how to start preparing your engineering teams automatically.
Core Definition
Yes. The EU Cyber Resilience Act applies directly to Video Games as they fall under the definition of "products with digital elements." A game with online multiplayer and in-app purchases handling payment data has a materially different CRA risk profile than an offline single-player title. This means your software must meet mandatory cybersecurity requirements to be distributed in the EU market.
Key Compliance Steps for Video Games
- Determine Classification: Check if your Video Games falls under the default category or Class I/Class II, which dictate stricter conformity assessment paths.
- Perform Risk Assessment: Map out the attack surface for your software and document the mitigations for the "secure by design" requirement.
- Implement Vulnerability Reporting: Provide a 24-hour reporting mechanism to ENISA for actively exploited vulnerabilities.
- Generate an SBOM: Ensure all dependencies used in your Video Games are documented in a machine-readable Software Bill of Materials.
- Avoid the Common Pitfall: DRM and anti-cheat systems get treated as 'security features' when CRA cares about resilience against exploitation, not copy protection.
How This Plays Out in Practice
A game with online multiplayer and in-app purchases handling payment data has a materially different CRA risk profile than an offline single-player title.
What to Watch For
DRM and anti-cheat systems get treated as 'security features' when CRA cares about resilience against exploitation, not copy protection.
Assess Your CRA Readiness
Evaluate your product's Cyber Resilience Act readiness using our interactive tool. Find exactly which of the 22 security requirements apply directly to Video Games.