EU orders Meta to disable addictive | Analysis by Brian Moineau

TL;DR

  • Brussels ordered Meta to switch off Facebook and Instagram’s “infinite scroll” and “autoplay” by default under the EU’s Digital Services Act (DSA), with penalties up to 6% of global turnover at stake. The European Commission’s preliminary findings arrived on July 10, 2026. [1][2][3]
  • The bigger risk than a fine is an EU product fork that slows Meta’s experimentation velocity and trims Reels watch time and ad impressions—the twin growth levers Meta highlighted in its FY2025 report. [4]
  • TikTok Lite’s April 2024 EU intervention showed the playbook: the Commission pushes live product changes, not PR or warning labels, when it labels a feature “addictive.” [5]

What the source said

AP reported that on July 10, 2026 the European Commission issued preliminary findings that Facebook and Instagram deploy “addictive design” features—autoplay, infinite scroll, push notifications, and engagement‑maximizing recommendations—that risk users’ physical and mental health, including minors across the EU‑27. The Commission wants Meta to disable those features by default, strengthen break prompts, and reduce the primacy of engagement in recommendations; Meta pointed to “Teen Accounts,” nightly lockouts, and a parent‑set 15‑minute time cap option as safeguards. If the findings become a formal decision, DSA penalties can reach 6% of Meta’s global revenue, and Meta can submit a response before any order is finalized. [1][3][6]

Why it matters

  • Stakeholders span EU teens and parents (default safety versus DIY controls), EU ad buyers (fewer impressions per euro if sessions shorten), Meta shareholders (compliance costs, slower growth), and every other “very large online platform” (VLOP) designated under the DSA as Brussels redraws the line between “engaging” and “manipulative” design. [2][3][7]
  • A DSA decision that hard‑codes design‑by‑default changes travels fast: it becomes a template for the UK and Australia and a data point for US state attorneys general litigating engagement features. The fine is a one‑off; the product constraints become a standing EU baseline. [2][5]

Original analysis

EU demands Facebook and Instagram dismantle design features it calls addictive for users

Consensus view: This is an EU shot across the bow that ends in a manageable fine and cosmetic tweaks. Contrarian read: The Commission is trying to edit the engagement stack itself, not negotiate labels—its April 2024 TikTok Lite move in France and Spain froze a rewards feature in days, signaling that “addictive design” triggers product shutdowns, not disclosures. [5]

Meta’s exposure is twofold: fines and experimentation friction. Meta’s growth engine depends on high‑throughput A/B tests on feeds, Reels, and notifications; default‑off autoplay and non‑infinite feeds in the EU force region‑specific branches that reduce statistical power and slow ranking rollouts. That drag does not show up in a penalty headline, but it compounds quarter after quarter for EU audiences and any global models trained with EU data in the mix.

Back‑of‑envelope calculation (the fine versus recurring drag):

  • Meta FY2025 revenue: $200.966 billion. [4]
  • Max DSA fine: 6% of global annual turnover. [3]
  • 6% × $200.966B = $12.06B (0.06 × 200.966).
  • A 2% ongoing revenue drag from sustained EU design constraints would be ≈$4.02B per year (0.02 × $200.97B), which can outweight a one‑time hit if constraints persist across 2026–2028 as enforcement matures. [4]

Historical analogue (TikTok Lite, 2024):

  • In April 2024, the Commission opened DSA proceedings against TikTok Lite’s “rewards for watch time” in France and Spain, signaled interim suspension, and TikTok paused the feature across the EU almost immediately. The lesson from Brussels: if a feature is framed as addictive, the remedy is to disable it by default, not simply warn or label it. [5]

Named‑stakeholder breakdown:

  • Meta: In 2025, ad impressions rose 12% year over year and average price per ad rose 9%, both sensitive to session length and video continuity—precisely what autoplay and infinite scroll amplify. Expect an “EU mode” that preserves recommendation quality while trimming endless continuity. [4]
  • European Commission: After designating Facebook and Instagram as VLOPs, this becomes a flagship DSA test; a soft settlement undermines the regime, while a hard remedy establishes that “addictive design” can trigger binding defaults across the bloc. [2][7]
  • Advertisers in the EU: Shorter sessions and fewer seamless video handoffs mean fewer mid‑scroll and mid‑video impressions; media buyers will seek higher‑quality creative, tighter frequency caps, and may swing incremental short‑form video spend toward YouTube if its defaults remain friendlier—until the Commission looks there, too. [2]
  • US regulators and AGs: State AG complaints have argued that engagement‑maximizing defaults harm minors; an EU design mandate—if finalized—becomes fresh evidence that “safe defaults” are technically and commercially viable at scale. [2]

A typology for “engagement engines” under DSA pressure:

  • Continuity drivers: autoplay and infinite scroll keep users moving without choices; squarely targeted for default‑off. [2]
  • Trigger drivers: push notifications pull users back; expect rate limits, quiet hours, or higher‑friction opt‑ins as defaults. [2]
  • Targeting drivers: personalized recommendations steer attention; not banned, but likely tuned for diversity and “breaks,” not pure watch‑through. [2]
  • Guardrails: teen accounts, time caps, and break nudges exist today; the Commission says current versions are easy to dismiss and wants enforced, stickier defaults. [1][2][6]

The bottom line: Meta can write a check; it cannot easily replace the automaticity that turns short sessions into long ones, and the DSA aims straight at that mechanic. [2][3]

What others are missing

Coverage centers on fines and teen settings, but the hidden cost is product velocity in the EU‑27. Default‑off autoplay and scroll force Meta to split core feed logic, notification cadence, and Reels playback into a region‑specific branch, which multiplies concurrent experiments, shrinks per‑variant samples, and stretches time to statistical confidence for ranking tweaks. That slows learning loops on video, where small watch‑time deltas drive big ad‑impression gains; Meta’s FY2025 numbers show it leaned on ad impressions (+12% YoY) to grow, so a slower release cycle hits the revenue engine more than a headline penalty. [4]

What to watch next

  1. By Q4 2026, Meta pilots an “EU mode” on Facebook and Instagram with default‑off autoplay and infinite scroll plus stronger break prompts, and claims in earnings or a blog post that engagement impact is “limited”; independent trackers (e.g., IAB Europe AdEx or SMI) show at least a 2‑percentage‑point EU shift of short‑form video ad spend toward YouTube by Q1 2027 if Reels watch time dips.
  2. By H1 2027, the European Commission issues a final DSA decision that includes binding design commitments and either a symbolic fine under 2% of FY2025 revenue or a suspended fine contingent on milestones. [2][3]
  3. By June 30, 2027, at least one other VLOP with heavy video autoplay—TikTok or YouTube—receives a formal DSA action focused on default design settings, confirming that “addictive design” enforcement is cross‑platform. [5][7]

My take

If I ran Meta’s EU product, I would stop litigating defaults and start shipping excellent “opt‑in continuity.” Make autoplay a clear choice with value—“Play next with sound off + topic diversity”—and instrument those opt‑ins for ranking. Treat Brussels as a lab for “engagement without compulsion,” then export wins globally; waiting for courts risks a ~$12.06B headline (6% of FY2025 revenue) and, worse, months of frozen roadmaps while regulators draft your release notes. [3][4]

Sources

  1. EU demands Facebook and Instagram dismantle design features it calls addictive for users — AP News (https://apnews.com/article/facebook-instagram-eu-regulators-teens-addictive-b2f0ffd5ffc90721cacef7937e5909d2) — Straight report on July 10, 2026 findings, targeted features, and Meta’s “Teen Accounts.”

  2. Commission preliminarily finds the addictive design of Instagram and Facebook in breach of the Digital Services Act — European Commission (https://digital-strategy.ec.europa.eu/en/news/commission-preliminarily-finds-addictive-design-instagram-and-facebook-breach-digital-services-act) — Official description of infinite scroll, autoplay, push notifications, and requested default changes.

  3. The enforcement framework under the Digital Services Act — European Commission (https://digital-strategy.ec.europa.eu/en/policies/dsa-enforcement) — Legal basis for fines up to 6% of global annual turnover and the response process.

  4. Meta Reports Fourth Quarter and Full Year 2025 Results — Meta Investor Relations (https://investor.atmeta.com/investor-news/press-release-details/2026/Meta-Reports-Fourth-Quarter-and-Full-Year-2025-Results/default.aspx) — FY2025 revenue ($200.966B), ad impressions (+12% YoY), average price per ad (+9% YoY), and regulatory commentary.

  5. Commission opens proceedings against TikTok under the DSA regarding the launch of TikTok Lite in France and Spain — European Commission (https://digital-strategy.ec.europa.eu/en/news/commission-opens-proceedings-against-tiktok-under-dsa-regarding-launch-tiktok-lite-france-and-spain) — Precedent for rapid EU intervention and product suspension tied to “addictive” mechanics.

  6. Beyond the Headlines: Meta’s Record of Protecting Teens and Supporting Parents — Meta Newsroom (https://about.fb.com/news/2026/01/metas-record-protecting-teens-supporting-parents/amp/) — Meta’s description of teen safeguards, including nightly lockouts and a 15‑minute time cap option.

  7. Supervision of the designated very large online platforms and search engines under DSA — European Commission (https://digital-strategy.ec.europa.eu/en/policies/list-designated-vlops-and-vloses) — Confirms that Facebook and Instagram are designated VLOPs subject to enhanced DSA obligations.




Related update: We recently published an article that expands on this topic: read the latest post.

Minecraft Finally Adds Native Sitting | Analysis by Brian Moineau

TL;DR

  • Minecraft’s next update adds native sitting via a new Cushion item and a one‑use Straw Bed that lets you sleep without resetting spawn; both are live today in Java Snapshot 26.3‑3 and Bedrock Preview 26.40.30, with a broader fall Drop 3 release planned. [1][2][3]
  • The “sit” mechanic is a social‑presence primitive that role‑play servers, creators, and Realm owners can convert into session length and spending, landing just as Xbox’s new chief Asha Sharma says Mojang will report directly to her after major cuts. [3][4]
  • If even a sliver of Minecraft’s 155 million monthly players tries Realms because “hanging out” looks better with seats, that’s meaningful recurring revenue without building a single boss fight. [5][6]

What the source said

IGN reports Mojang is adding a Cushion item (16 colors) you can place and interact with to sit, plus a Straw Bed for one‑night sleeps that don’t change your spawn; both features are available now in preview builds and slated for a fall Drop 3 release that also includes a new biome. Fans—who’ve asked for sitting for 17 years—cheered the reveal, and the coverage frames it amid Microsoft’s Xbox restructuring that moves Mojang’s reporting line to Xbox CEO Asha Sharma. [1][2][3]

Why it matters

Minecraft is not just a survival sandbox; it’s Microsoft’s biggest always‑on social space since the company acquired Mojang for $2.5 billion in 2014, and small mechanics like “sit” shape screenshots, streams, and role‑play rhythms across Java and Bedrock. That’s oxygen for creators selling furniture packs, for Realm owners inviting friends to “hang out,” and for servers that compete on vibe and presence as much as progression. [2][5][9]

For Xbox, the timing is pointed. On July 6, 2026, Asha Sharma announced a top‑to‑bottom restructure and said Mojang will report directly to her, while AP confirmed 4,800 job cuts across Microsoft, many in gaming; a social‑presence roadmap—seats now, better emotes or gestures next—offers low‑risk, high‑surface‑area wins that lift dwell time and Marketplace conversion without changing the game’s DNA. [3][4]

Original analysis

Contrarian read

  • Consensus: “Adding sitting is cute but trivial.”
  • Here’s the rub: sitting is a platform feature, not just a prop. The Cushion is an entity that overlaps non‑full blocks and has no collision, so you can tuck it onto slabs, shelves, or trapdoors to create real living spaces that look good in thumbnails, TikToks, and server hubs—the media that recruits the next player into your Realm or Discord. Mojang just shipped a low‑friction equivalent to Roblox‑style social emotes, baked into vanilla across Java and Bedrock previews. [2]

Back‑of‑envelope math (assumptions stated)

  • Facts: Minecraft reached 155 million monthly active users (MAU), and Realms list at $3.99 (solo) and $7.99 (Plus) per month in the U.S. [6][5]
  • If an incremental 0.1%–0.3% of MAU spins up a new Realm because sitting makes social builds and hangouts feel worth it:
    • 155,000–465,000 incremental subs.
    • At $3.99: $618,450–$1,855,350 in monthly recurring revenue (MRR).
    • At $7.99: $1,238,450–$3,715,350 MRR.
  • This is not a forecast; it shows the order of magnitude for a presence primitive that nudges conversion by tenths of a point, especially when Marketplace furniture packs piggyback on the Cushion. [5][6]

Named‑stakeholder breakdown

  • Mojang Studios: The Cushion and Straw Bed test cross‑edition choreography—Java Snapshot 26.3‑3 and Bedrock Preview 26.40.30 ship near‑simultaneously—hinting at a tighter parity cadence under Sharma’s direct oversight. [2][3]
  • Xbox leadership (Asha Sharma): With Mojang reporting to her and cuts resetting expectations, small social wins that scale to 155M MAU are the cleanest path to “more engagement, higher attach” without AAA risk. [3][4][6]
  • Marketplace creators: Every seat is a set; expect Cushion‑compatible decor packs and sit‑friendly interiors that monetize screenshots as much as survival utility. [2]
  • Realm owners and server hosts: RP towns, school clubs, and SMPs finally get canonical chairs; call‑to‑action is simple—“Come sit by the campfire at 8 PM”—and average session duration should tick up. [5]
  • Modders: Some fast‑follow utility mods get obsoleted (one modder already called their Sitting Pillows redundant), while high‑concept furniture, animations, and datapack integrations gain a better vanilla base. [2][7]

2×2: presence vs. progression, low vs. high scope

  • Low scope × Presence: Vanilla seats (Cushion) and emotes that make hubs and cafés feel inhabited. [2]
  • High scope × Presence: Worldgen that seeds seating in Abandoned Camps and villages, guiding players into social spots. [2][3]
  • Low scope × Progression: Straw Bed enabling tactical sleep in expeditions without spawn reset. [2]
  • High scope × Progression: Full biome drops that alter routes and resource loops, paired with social props for hubs. [1][2]

Concrete design consequences

  • The Cushion’s rules (entity, no collision, overlapping allowed) enable layered builds but constrain redstone motion; you can’t piston‑push a seat like a block, and early feedback already requests a piston‑friendly Seat/Bench variant for flying machines. That is Mojang receiving signal on where “sit” collides with engineering patterns—and it’s fixable. [2][8]
  • Performance risk lives at scale; community testers report lag when spamming thousands of Cushions on lower‑end servers, which means Mojang will need to tune entity budgets and culling if “seating everywhere” becomes the new SMP aesthetic. [7]

What others are missing

The Cushions are entities, not ordinary blocks, and Mojang explicitly allows them to overlap other objects and lack collision; that’s a deliberate “soft‑furniture” layer that avoids rewriting block rules but adds entity‑count costs and redstone limits. Bedrock’s Preview notes even mention Abandoned Camps seeding these items in the world, with a known generation bug right now, which signals Mojang wants seating seen and used rather than buried in crafting menus. Net effect: seating as worldgen affordance, not merely a craftable gimmick, which changes how villages, hubs, and screenshots look at scale. [2][3]

What to watch next

  1. By November 30, 2026, Mojang ships Drop 3 with Cushion and Straw Bed on both Java and Bedrock, and the final release notes retain “sleep without resetting spawn” as a Straw Bed property. Verification: official 26.3 release changelogs. [2][3]
  2. By March 31, 2027, Mojang introduces at least one additional social‑presence feature beyond sitting/sleeping (for example, new emotes or a Seat/Bench variant that supports piston movement), reflecting early Snapshot feedback. Verification: Mojang.net snapshot/release notes. [2][8]
  3. By Q2 FY27 earnings (reported late Q1 FY27 on Microsoft’s calendar), Microsoft cites a new all‑time‑high Minecraft MAU above 155M or calls out increased Realms/Marketplace engagement tied to 2026 social‑presence updates. Verification: Microsoft investor transcripts. [6]

My take

This is Mojang slipping a platform upgrade into a comfort update. Sitting sounds tiny until you remember Minecraft’s real competitor is wherever kids hang out—Roblox, Fortnite Creative, even Discord—and a chair is permission to linger. Under Asha Sharma, Xbox just put Mojang on the front burner; expect more presence primitives that make worlds feel inhabited: seats now, gestures and diegetic emotes next. If I ran a Realm or a Marketplace studio, I’d build for vibe immediately—campfires, cafés, bleachers—because the next wave of growth in a 155‑million‑MAU sandbox won’t be mobs; it will be moments. [3][5][6]

Sources

  1. A New Minecraft Update Will Finally Let Players Sit Down — IGN (https://www.ign.com/articles/new-minecraft-update-finally-allows-players-to-sit-down) — Baseline report on the Cushion sit feature, Straw Bed, player reaction, and fall timing context.
  2. Minecraft 26.3 Snapshot 3 — Mojang (https://www.minecraft.net/en-us/article/minecraft-26-3-snapshot-3) — Primary source confirming Cushion mechanics (entity, overlap, no collision), 16 colors, and Straw Bed behavior.
  3. Resetting XBOX — Xbox Wire (https://news.xbox.com/en-us/2026/07/06/resetting-xbox/) — Official memo by Asha Sharma announcing the restructure and stating Mojang will report directly to her; situates Minecraft strategy.
  4. Microsoft cuts 4,800 jobs, including many at Xbox, in a “reset” — AP News (https://apnews.com/article/5a8f712c531911089dee008b3bbb33c4) — Independent confirmation of the scale and timing of Microsoft’s gaming layoffs and Sharma’s memo.
  5. Realms Servers for Bedrock & Java — Minecraft (https://www.minecraft.net/en-us/realms) — Official pricing and positioning for Realms and Realms Plus, used in the revenue calculation.
  6. Microsoft Fiscal Year 2026 Q1 Earnings Call — Microsoft Investor Relations (https://www.microsoft.com/en-us/investor/events/fy-2026/earnings-fy-2026-q1) — Transcript citing 155M monthly active users for Minecraft, grounding scale assumptions.
  7. With Minecraft adding cushions in the latest snapshot, my Sitting Pillows mod has become rather redundant — Reddit (https://www.reddit.com/r/Minecraft/comments/1upx8eo/with_minecraft_adding_cushions_in_the_latest/) — Community signal that vanilla seating impacts mod utility and points to creator adaptation.
  8. Cushion and Seat — Minecraft Feedback (https://feedback.minecraft.net/hc/en-us/community/posts/47210956510861-Cushion-and-Seat) — Snapshot‑era discussion requesting a piston‑friendly seat variant; evidence of redstone use‑case pressure.
  9. Microsoft to acquire Mojang — Microsoft (https://news.microsoft.com/2014/09/15/minecraft-to-join-microsoft/) — Confirms the 2014 acquisition of Mojang for $2.5 billion, framing Microsoft’s long‑term stake in Minecraft.




Related update: We recently published an article that expands on this topic: read the latest post.