Civil Law And Virtual Goods Theft Compensation Claims In Europe .
Civil Law and Virtual Goods Theft Compensation Claims in Europe
1. Introduction
“Virtual goods theft” concerns the unauthorized taking, transfer, deletion, or disabling of digitally represented assets in an online environment—for example:
game items, weapons, skins, avatars and collectibles;
virtual furniture;
virtual land or buildings;
in-game currency;
digital trading cards;
purchased downloadable items;
premium game assets;
virtual tokens usable only within a particular platform.
European private law does not yet have one uniform doctrine stating that every virtual item is ordinary property. Instead, the legal position is developing through national property and contract law, criminal-law decisions concerning theft, EU consumer law, digital-content rules, and decisions concerning virtual currencies.
The most important European authority is the Dutch RuneScape case, where the Dutch Supreme Court accepted that virtual objects could constitute a legally protected “good” capable of being stolen. Dutch courts had already reached similar conclusions in the Habbo cases involving virtual furniture. (Wetten-Overheid.nl)
A compensation claim, however, raises a different question: even if the virtual asset can be legally protected, what monetary remedy should the victim receive?
The answer normally depends on:
the legal characterization of the virtual asset;
the victim's control or entitlement over it;
whether the transfer was unauthorized;
its objectively or subjectively provable economic value;
the contractual terms governing the game;
causation and proof of loss;
mitigation;
whether restoration of the asset is possible;
whether the claim is against the thief, platform operator, payment intermediary, or another party.
2. The central distinction: theft and compensation are not the same claim
This distinction is particularly important.
A criminal court may decide:
“The virtual item is a legally protected good and was stolen.”
That does not automatically mean:
“The victim is entitled to €10,000 compensation.”
The first question concerns legal status and unlawful interference. The second concerns civil loss and remedy.
For example, if a rare virtual sword is stolen, the victim may establish that:
the sword was individually identifiable;
the victim had exclusive control over it;
it required substantial time or money to acquire;
it could not lawfully be transferred by the defendant;
the defendant deprived the victim of control.
But a civil court would still have to determine whether the recoverable loss is:
the purchase price;
replacement cost;
market value;
value of the account;
value of the player's lost use;
restoration/reinstatement costs;
consequential economic loss;
or some other legally recognized measure.
3. Case Law 1 — Dutch Supreme Court, RuneScape
Hoge Raad, 31 January 2012, ECLI:NL:HR:2012:BQ9251 — RuneScape
This is the leading European case concerning virtual-property theft.
The defendants forced a RuneScape player to log into his account and surrender two virtual objects: an amulet and a mask. The objects were subsequently transferred to another account.
The defence argued that the objects could not be “goods” because they were:
intangible;
digital;
part of a computer game;
and ultimately controlled by the game operator.
The Dutch courts rejected that argument.
The Supreme Court accepted that the virtual objects could constitute a “good” for purposes of Dutch theft law. The important considerations included their real value, the victim's exclusive factual control, and the fact that the victim lost that control through the defendant's conduct. (Wetten-Overheid.nl)
Importance for compensation claims
This decision is extremely significant because it establishes an important conceptual foundation:
physical existence is not necessarily a prerequisite for legal protection.
A virtual asset can be legally significant when it possesses characteristics such as:
identifiable existence;
economic or practical value;
exclusive control;
ability to be possessed or transferred;
deprivation from the previous controller.
The decision therefore provides a strong analogy for a later civil compensation claim.
However, the case itself was principally a criminal theft case, not a general European civil damages judgment.
4. Case Law 2 — Amsterdam District Court, Habbo Hotel, ECLI:NL:RBAMS:2009:BH9789
Rechtbank Amsterdam, 2 April 2009, ECLI:NL:RBAMS:2009:BH9789
This was one of the early European virtual-goods cases.
The defendants obtained users' login credentials through a fraudulent “fake” website and accessed their Habbo Hotel accounts. They transferred virtual furniture and other virtual objects to their own accounts. The indictment expressly treated those virtual objects as goods having monetary value. (Rechtspraak)
The court distinguished between:
merely copying data; and
actually taking virtual objects away from the victim's control.
That distinction is crucial.
The court reasoned that when the victim loses the ability to control the virtual object, the conduct is materially different from ordinary copying of information. (Rechtspraak)
Civil-law significance
For compensation litigation, the Habbo reasoning supports the argument that:
unauthorized transfer of a virtual object can cause a legally recognizable deprivation even though the underlying object is stored digitally.
The claimant would nevertheless need to prove the monetary consequences of that deprivation.
5. Case Law 3 — Amsterdam District Court, Habbo Hotel, ECLI:NL:RBAMS:2009:BH9790
Rechtbank Amsterdam, 2 April 2009, ECLI:NL:RBAMS:2009:BH9790
Another Amsterdam juvenile-court proceeding involved the theft of virtual furniture and items from Habbo accounts.
The defendants used fraudulent means to obtain account information and subsequently moved virtual objects from victims' accounts into their own accounts. (Semantius)
The court rejected the idea that the conduct was merely unauthorized copying of data. The important point was that the original users lost their ability to dispose of the virtual objects.
Significance
This case reinforces a useful civil-law distinction:
| Conduct | Potential legal characterization |
|---|---|
| Copying non-exclusive digital information | Usually different from theft |
| Unauthorized access | Computer/cyber offence or contractual wrong |
| Deleting a virtual asset | Potential property/digital-content interference |
| Transferring an item to another account | Stronger basis for deprivation claim |
| Selling stolen virtual property | Potential restitution/damages issue |
| Permanent loss of a purchased asset | Potential contractual/consumer claim |
For a compensation claim, actual deprivation is therefore generally stronger than merely proving unauthorized access.
6. Case Law 4 — Amsterdam District Court, Habbo Hotel, ECLI:NL:RBAMS:2009:BH9791
Rechtbank Amsterdam, 2 April 2009, ECLI:NL:RBAMS:2009:BH9791
This proceeding involved several victims and the unauthorized transfer of virtual furniture and items from their Habbo accounts.
The court again treated the virtual furniture and virtual items as objects having monetary significance. The conduct involved obtaining credentials through a fraudulent website and transferring the virtual property to accounts controlled by the defendants. (Semantius)
The court emphasized that the conduct went outside the ordinary rules of the game. The defendants were not simply engaging in an authorized game mechanic; they were using external deception to obtain control over another player's virtual possessions. (Rechtspraak)
Civil implication
This distinction can be important in contractual litigation.
Suppose a game permits players to defeat another player and obtain an item according to the game's rules. That may be a contractually authorized game event.
By contrast, phishing a player's credentials and transferring the item to another account is fundamentally different.
A civil court is therefore likely to ask:
Was the transfer part of the contractual/game rules, or was it an external unauthorized interference?
7. Case Law 5 — Leeuwarden Court of Appeal, RuneScape
Gerechtshof Leeuwarden, 10 November 2009, LJN BK2773 / BK2764
Before the Dutch Supreme Court ultimately ruled on the matter, the Leeuwarden Court of Appeal addressed the RuneScape virtual amulet and mask.
The court considered the objects to have real significance to the players because they had been obtained through effort and time investment and were subject to the player's exclusive factual control. The objects could therefore be treated as “goods” under Dutch theft law. (Neuralex)
Importance for compensation
This decision provides an important valuation concept:
value does not necessarily depend exclusively on the price originally paid.
A virtual item may acquire value through:
time invested;
rarity;
achievement;
scarcity;
player demand;
utility within the game;
exchangeability;
or a combination of these factors.
Consequently, a civil claimant arguing for compensation should not automatically assume that the original purchase price is the only possible valuation.
8. Case Law 6 — CJEU, MB “Žaidimų valiuta”, Case C-472/24
Court of Justice of the European Union, 5 March 2026, Case C-472/24, ECLI:EU:C:2026:147
This is an especially important recent European authority because it concerns virtual currency directly.
The Lithuanian proceedings concerned “Gold” used within the online game RuneScape and transactions involving the exchange of real currency for that virtual currency.
The CJEU held that virtual currency usable only within an online game did not constitute traditional currency for the relevant VAT exemption and did not qualify as a multi-purpose voucher. The Court also observed that the virtual currency was an element of the online game and provided access to functionalities within that game. (EUR-Lex)
Why this matters for civil compensation
The case does not decide whether stolen virtual currency automatically constitutes civil property.
But it is highly relevant because it confirms that EU law can recognize virtual currency as having a legally significant economic function even where:
it exists only inside a game;
it cannot be used as ordinary currency outside the game;
the player does not acquire traditional ownership of the underlying software;
it provides access to in-game functionalities.
This strengthens the argument that economic significance and legal protection can exist without ordinary physical ownership.
9. Case Law 7 — CJEU, PE Digital, Case C-641/19
CJEU, Case C-641/19, PE Digital
This case did not concern theft of a virtual sword or currency. It concerned digital-content and withdrawal rights relating to an online dating service.
Its significance here is doctrinal.
EU consumer law distinguishes between:
digital content;
digital services;
and ordinary tangible goods.
The European Commission's subsequent guidance specifically explains that video games can involve both digital-content contracts and digital-service contracts, and that in-game purchases such as virtual items will normally fall within the concept of online digital content. (EUR-Lex)
Relevance to compensation
This distinction is very important when the victim purchased the virtual item with real money.
The legal claim may therefore be framed not merely as:
“Someone stole my virtual property.”
It may also be:
“I paid for digital content that the supplier was contractually required to provide, maintain, or make available.”
That potentially creates a consumer-contract remedy independent of a theft claim against the person who took the item.
10. Case Law 8 — UK Supreme Court, R v Lakeman
R v Lakeman, UK Supreme Court, UKSC/2026/0036
This is a particularly interesting modern development, although it should be treated cautiously because it concerns a permission-to-appeal application rather than a final Supreme Court judgment.
The case concerns whether in-game currency in Old School RuneScape satisfies the statutory concept of “property” under UK theft law.
The currency consists of virtual “gold pieces,” which players can acquire and use within the game. The relevant licence reportedly provides that players do not acquire ownership of the gold pieces. (Supreme Court)
Significance
The case illustrates a major unresolved European question:
Can a virtual asset simultaneously remain controlled by a platform operator while nevertheless receiving legal protection against unauthorized appropriation by another user?
The Dutch RuneScape decision answered that question comparatively broadly in the context of Dutch theft law.
The UK litigation demonstrates that the issue remains doctrinally contested elsewhere.
11. What these cases establish
Taken together, the European cases reveal several important principles.
A. Virtuality does not automatically defeat legal protection
The strongest principle comes from the Dutch RuneScape judgment.
A thing does not necessarily need to be physically tangible to receive legal protection.
The relevant factors can include:
individualization;
control;
economic value;
exclusivity;
ability to transfer;
deprivation;
and the legal relationship between users and the platform.
The Dutch Supreme Court expressly accepted that the virtual character of the objects did not itself prevent them from being treated as goods for theft purposes. (Wetten-Overheid.nl)
12. But “property” and “contractual entitlement” are different concepts
A major complication is that most online-game terms provide that:
the platform owns the game;
the developer owns the underlying software;
users receive licences;
virtual items may not technically belong to the user;
accounts may be non-transferable;
virtual currency may be usable only inside the game.
The 2026 CJEU Žaidimų valiuta judgment is particularly interesting because the game rules stated that players did not obtain ownership of the game's goods, including “Gold.” Nevertheless, the Court treated the virtual currency as economically relevant to the VAT analysis. (EUR-Lex)
Therefore:
absence of conventional ownership does not necessarily mean absence of all legal rights.
A user might instead have:
a contractual entitlement;
an exclusive licence;
a possessory interest;
a consumer right;
a restitutionary claim;
or another legally protected interest.
13. What counts as “theft” of virtual goods?
A typical claim can involve several different forms of misconduct.
1. Account hacking
The defendant obtains unauthorized access and transfers assets.
2. Phishing
The defendant deceives the victim into supplying credentials.
This was central to the Habbo cases. (Rechtspraak)
3. Credential theft
A password or authentication token is obtained unlawfully.
4. Unauthorized internal transfer
The defendant moves an item from one account to another.
5. Deletion
A virtual item is permanently destroyed or removed.
6. Fraudulent marketplace sale
The defendant sells another person's virtual asset.
7. Employee abuse
An administrator or game employee uses privileged access to appropriate virtual assets.
8. Platform error
A technical malfunction accidentally deletes or transfers the user's assets.
The last category is particularly important because it normally produces a contractual claim rather than a theft claim.
14. Compensation against the thief
Where a victim successfully establishes unlawful appropriation, civil damages may potentially be sought against the wrongdoer.
The claimant would normally need to establish:
A. Protected interest
The claimant must show that the law protects the relevant virtual asset or entitlement.
B. Unlawful conduct
The transfer must have occurred without legal authorization.
C. Loss
The claimant must establish actual financial or legally compensable damage.
D. Causation
The loss must result from the defendant's conduct.
E. Quantification
The claimant must provide a defensible valuation.
15. How should a stolen virtual item be valued?
This is probably the most difficult part of a virtual-goods compensation claim.
Method 1 — Original purchase price
If the claimant purchased a skin for €50, €50 may be evidence of its value.
But it does not necessarily establish the entire recoverable loss.
Method 2 — Replacement cost
If an equivalent item can be purchased for €200, replacement cost may be relevant.
Method 3 — Market value
If the virtual item is legally transferable and has a functioning secondary market, the court may consider market prices.
But courts must be careful with unofficial markets because:
many game licences prohibit trading;
markets may violate platform rules;
prices may be manipulated;
transactions may be fraudulent;
markets may disappear.
Method 4 — Lost economic utility
An item might provide measurable benefits within a game.
For example:
A virtual tool permits a player to earn additional game currency.
The claimant might argue that the loss includes the value of the lost use.
Proof becomes considerably harder, however.
Method 5 — Restoration
Sometimes the best remedy is not money at all.
If the platform can simply restore:
the account;
the item;
the currency;
the inventory;
or the character,
restoration may be preferable to damages.
This is particularly appropriate for scarce digital assets whose subjective value exceeds their market value.
16. Can emotional value be compensated?
This is difficult.
Suppose a player spent five years building a rare collection.
The collection may be worth only €300 in an external market, but the player regards it as worth €20,000.
European civil law generally requires some legally recognizable form of loss rather than automatically awarding the subjective amount claimed.
Therefore:
time investment and personal attachment can help establish the importance of the asset, but they do not automatically establish €20,000 of recoverable economic damage.
The Dutch RuneScape reasoning is nevertheless significant because the court recognized the importance of time and effort invested in acquiring virtual assets. (Wetten-Overheid.nl)
17. Compensation against the game operator
A much more complicated question is whether the victim can sue the platform.
Suppose:
Player A owns a €1,000 virtual collection.
A hacker steals it.
The game operator has the technical ability to restore it but refuses.
Several different legal theories may arise.
Contract
The player may argue that the operator breached its obligation to provide the contracted digital service.
Consumer law
The claimant may invoke mandatory consumer protections concerning digital content or digital services.
Negligence
If the platform failed to implement reasonable security measures, a tort/delict claim may potentially arise depending on national law.
Data protection
Unauthorized account access may involve personal-data violations, although a data-protection claim is distinct from the property claim.
Unjust enrichment
In appropriate circumstances, a claimant may argue that another party improperly benefited from the transferred value.
18. Digital-content law is increasingly important
Modern European consumer law changes the analysis considerably.
The EU framework recognizes that digital games may contain both:
digital content; and
continuing digital services.
The European Commission's guidance specifically identifies virtual items purchased through in-game transactions as normally falling within the concept of online digital content. (EUR-Lex)
This means that a player who purchased a virtual item with real money may have contractual protections that are separate from traditional property law.
19. Theft by another player versus failure by the platform
These should be analyzed separately.
| Situation | Primary legal issue |
|---|---|
| Hacker steals a virtual sword | Unlawful appropriation / civil wrong |
| Player tricks victim into surrendering item | Fraud + possible theft |
| Platform accidentally deletes sword | Contract/digital-content liability |
| Platform intentionally removes sword | Contract + potentially consumer-law issues |
| Game shuts down permanently | Digital-service/content termination |
| Virtual currency becomes unusable | Contract/consumer issue |
| Developer refuses promised refund | Contract/consumer law |
| Stolen item is resold | Restitution + damages |
| Employee steals virtual assets | Employment + tort + criminal liability |
20. The importance of platform terms and conditions
Virtual-goods litigation will often turn on the game's contractual terms.
Courts may examine clauses stating:
“You do not own virtual items.”
“Virtual currency has no monetary value.”
“The licence is revocable.”
“Accounts are personal and non-transferable.”
“The operator may delete items.”
“The operator may terminate accounts.”
“No refunds are available.”
“The operator's liability is limited.”
Such provisions are not necessarily conclusive.
In consumer contracts, mandatory European and national consumer-protection rules can restrict the effectiveness of unfair contractual terms.
Therefore:
“The terms say you do not own the item” is not necessarily the end of the legal analysis.
It may change the characterization from ownership to a contractual digital entitlement.
21. Virtual currency presents an additional problem
Virtual currency can exist in at least three forms:
Closed-loop currency
Usable only inside one game.
Example:
10,000 “Gold” units usable only for game functionality.
Convertible currency
Potentially exchangeable for external money.
Blockchain-based token
Potentially transferable outside the original platform.
The 2026 Žaidimų valiuta judgment concerns the first category and confirms that EU law can attach economic and tax consequences to such game-only virtual currency even though it is not ordinary money. (EUR-Lex)
22. Proof of value
A claimant should ideally preserve evidence such as:
purchase receipts;
payment-provider records;
screenshots;
account inventory records;
transaction histories;
marketplace prices;
rarity statistics;
timestamps;
platform communications;
account logs;
evidence of acquisition;
evidence of the unauthorized transfer;
evidence of restoration attempts.
For sophisticated virtual assets, expert evidence may become necessary.
23. Causation
Suppose a virtual sword was worth €2,000 on Monday.
The hacker stole it Tuesday.
On Wednesday, the game's developer announced that the sword would become freely available.
Its value then fell to €50.
What is the victim's loss?
The court may have to determine:
the date of valuation;
whether the victim could have sold the item;
whether the loss was caused by the theft;
whether market changes were independent events;
whether the claimant mitigated the loss.
Thus, virtual-asset damages can create unusually difficult causation problems.
24. Mitigation of loss
A claimant normally cannot simply allow avoidable losses to accumulate.
For example, if the operator offers to restore the stolen items immediately, but the claimant refuses and later claims the entire value of the collection, the court may consider that conduct when calculating damages.
Similarly, if an equivalent item can reasonably be reacquired, replacement may affect the calculation.
25. Double recovery should normally be avoided
Suppose:
stolen item value = €1,000;
operator restores the item;
victim also demands €1,000 in damages.
A court would ordinarily need to prevent double compensation for the same loss.
The central objective of damages is generally compensation, not unjust enrichment of the claimant.
26. Criminal conviction does not automatically establish civil damages
This is particularly important in the Dutch cases.
The Habbo and RuneScape decisions are powerful authorities showing that virtual items can be legally protected and stolen. (Rechtspraak)
But a civil court still has to determine:
who suffered the legally compensable loss;
what the loss was;
its monetary amount;
whether the defendant caused it;
and what remedy is appropriate.
Thus:
criminal liability ≠ automatic civil compensation.
27. Six principal European authorities at a glance
| Case | Court | Year | Main issue | Relevance |
|---|---|---|---|---|
| RuneScape, ECLI:NL:HR:2012:BQ9251 | Dutch Supreme Court | 2012 | Virtual amulet and mask | Leading recognition of virtual goods as legally protected objects |
| Habbo, ECLI:NL:RBAMS:2009:BH9789 | Amsterdam District Court | 2009 | Virtual furniture theft | Virtual objects can be taken from user's control |
| Habbo, ECLI:NL:RBAMS:2009:BH9790 | Amsterdam District Court | 2009 | Virtual items + hacking | Distinguishes copying from deprivation |
| Habbo, ECLI:NL:RBAMS:2009:BH9791 | Amsterdam District Court | 2009 | Multiple virtual-goods victims | Monetary significance and unauthorized transfer |
| RuneScape, LJN BK2773/BK2764 | Leeuwarden Court of Appeal | 2009 | Amulet and mask | Real value, effort, time and control |
| Žaidimų valiuta, C-472/24 | CJEU | 2026 | Online-game virtual currency | EU recognition of economic/legal significance of game-only virtual currency |
| PE Digital, C-641/19 | CJEU | 2021 | Digital-content contracts | Useful framework for consumer claims involving digital services/content |
| R v Lakeman, UKSC/2026/0036 | UK Supreme Court proceedings | 2026 | Virtual gold as “property” | Illustrates continuing European debate over virtual property |
The first six provide the strongest minimum set for the requested subject, while PE Digital and Lakeman are useful supplementary authorities. The Lakeman matter should not be presented as a final Supreme Court merits judgment because the court page describes it as a permission-to-appeal proceeding. (Supreme Court)
28. A hypothetical European compensation claim
Consider this example:
A German consumer spends €1,500 over three years acquiring rare digital items in an online game.
A hacker obtains the account credentials and transfers the items to another account.
The platform's security logs confirm the unauthorized access.
The hacker sells the items for €900.
The victim could potentially pursue several forms of relief.
Against the hacker
Possible claims could include:
restitution;
damages;
recovery of proceeds;
interest;
litigation costs where permitted.
The Dutch RuneScape and Habbo authorities provide strong support for the proposition that the virtual assets can have legally recognizable value.
Against the platform
The victim might investigate:
breach of contract;
digital-content obligations;
inadequate security;
failure to restore the account;
consumer-law remedies.
The contractual terms would become critical.
Valuation
The €900 resale price may be evidence of market value, but it would not necessarily be conclusive.
The victim could also seek restoration of the original assets.
29. Cross-border European litigation
Virtual-goods disputes are frequently international.
For example:
victim: Germany;
hacker: France;
game company: Ireland;
server: Finland;
payment provider: Luxembourg;
marketplace: Netherlands.
The court may therefore have to consider:
jurisdiction;
applicable law;
consumer jurisdiction;
contractual choice-of-law clauses;
Rome I;
Rome II;
Brussels I Recast;
evidence obtained electronically;
enforcement of judgments.
The contractual relationship with the platform may be governed by one law, while the tortious claim against the hacker may potentially be governed by another.
30. The biggest unresolved European legal question
The fundamental problem can be expressed as follows:
Does a player “own” a virtual object, or merely possess a contractual entitlement to use it?
European law currently supports more than one answer depending on the jurisdiction and legal context.
The Dutch RuneScape decision demonstrates that a virtual object can be treated as a “good” for theft law even where the game's developer remains the ultimate owner of the software environment. (Wetten-Overheid.nl)
Conversely, the 2026 CJEU Žaidimų valiuta case shows that game rules may provide that players do not acquire ownership of virtual goods, while EU law nevertheless recognizes their economic functionality for other legal purposes. (EUR-Lex)
This suggests that European law is moving toward a functional approach rather than a simple physical-property/ non-property distinction.
31. Key legal principles
The European authorities support the following propositions:
Virtual assets can receive legal protection even though they are intangible.
Exclusive factual control can be more important than physical possession.
Economic or functional value is highly relevant.
Time and effort invested in obtaining a virtual asset may be legally significant.
Unauthorized transfer is different from ordinary in-game activity.
Phishing and hacking can transform a virtual transfer into unlawful appropriation.
A criminal finding that an item can be stolen does not automatically determine civil damages.
The original purchase price is not necessarily the only valuation method.
Restoration can sometimes be more appropriate than monetary compensation.
Platform terms and conditions are central to the analysis.
Consumer/digital-content law can provide an alternative route against the platform.
Virtual currency can have legally relevant economic characteristics even when usable only inside a game.
Cross-border disputes require separate analysis of jurisdiction and applicable law.
The strongest claim may combine property, contract, consumer, restitutionary and tort principles rather than relying on a single doctrine.
32. Conclusion
European law has moved substantially beyond the idea that “something inside a computer game cannot be legally protected because it is not physical.”
The Dutch Habbo cases and especially the Dutch Supreme Court's RuneScape judgment provide the clearest European foundation for treating virtual objects as legally protected interests capable of being unlawfully appropriated. (Rechtspraak)
At the same time, the more recent CJEU Žaidimų valiuta judgment of 2026 demonstrates that virtual currency can possess legally relevant economic characteristics even where the game terms do not give players conventional ownership. (EUR-Lex)
For a virtual-goods theft compensation claim, the most persuasive legal analysis therefore separates four questions:
(1) What legal interest did the player have?
(2) Was that interest unlawfully interfered with?
(3) What actual loss resulted?
(4) What remedy—restoration, restitution, damages, or contractual compensation—is legally available?
The major weakness in current European jurisprudence is that there are still relatively few reported pure civil damages judgments specifically quantifying compensation for stolen virtual goods. The leading European cases have principally established the legal status and protection of virtual assets; the precise methodology for calculating civil compensation remains substantially dependent on national contract, property, tort and consumer law.

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