Young people from the klicksafe and Saferinternet.at Youth Panels (part of the German and Austrian Safer Internet Centres respectively) have created an interactive quiz on this very topic. The quiz was launched at the computer and video games trade fair, Gamescom, in Cologne in August 2022.
How do in-game purchases work?
In the past, providers of computer and console games made their money by selling the game once. Things are different nowadays with many mobile games, which are offered free of charge as "free-to-play". Here, the game providers earn money through advertising and so-called in-game purchases. In-game purchases refer to all purchases made directly in the game during play. In most cases, these is additional content that are only unlocked through a purchase.
Examples of in-game purchases include:
Virtual currencies: Many games have their own in-game currencies, such as Robux in Roblox or Minecraft Coins in Minecraft. Players can purchase these with a few clicks and real money via the app store. They can then be used to purchase characters, skills, and equipment (such as weapons or clothing) in the game.
Pay-to-win: This is the name given to a game principle in which you can succeed if you pay something. The games are designed in such a way that it takes a lot of effort to reach a goal without paying money. The player can avoid such frustrations by making in-game-purchases.
Lootboxes: In games, Lootboxes are boxes or treasure chests that contain virtual items. You don't know if you can actually use the items they contain until after you buy them.
Risks from in-game purchases
In-game purchases can quickly become a cost trap, especially for children and young people, and encourage excessive use. In a report by jugendschutz.net, manipulative game designs of free-to-play apps, so-called dark patterns, were examined in more detail. The possibility of in-game purchases is one of the so-called money patterns. During the game, players are regularly offered additional content for a fee in order to maintain or increase the fun of the game. One of the main problems here is virtual currencies, for which there is usually no fixed exchange rate. The currencies are often sold in packages. Additionally, with fantasy currencies, players quickly get the feeling that they are not spending any real money.
Quiz for children and teenagers on in-game purchases
This new quiz on the topic of "in-game purchases" brings children and young people closer to the problem of costs in games. For example, they learn how to protect themselves from uncontrolled spending.
The quiz was developed by the German klicksafe Youth Panel together with the Saferinternet.at-Youth Panel from Austria . In several online meetings, young people from both countries exchanged views on various topics related to their everyday media lives. This gave rise to the idea of developing a joint quiz on the topic of in-game purchases.
The quiz can also be played in school lessons or together with parents to approach the topic together and discuss possible courses of action.
Play the In-game purchases quiz here (only available in German).
Find more information about the work of the Austrian Safer Internet Centre and German Safer Internet Centre, including their awareness raising, helpline, hotline, and youth participation services – or find similar information for other Safer Internet Centres throughout Europe.
Young people from the klicksafe and Saferinternet.at Youth Panels (part of the German and Austrian Safer Internet Centres respectively) have created an interactive quiz on this very topic. The quiz was launched at the computer and video games trade fair, Gamescom, in Cologne in August 2022.
How do in-game purchases work?
In the past, providers of computer and console games made their money by selling the game once. Things are different nowadays with many mobile games, which are offered free of charge as "free-to-play". Here, the game providers earn money through advertising and so-called in-game purchases. In-game purchases refer to all purchases made directly in the game during play. In most cases, these is additional content that are only unlocked through a purchase.
Examples of in-game purchases include:
Virtual currencies: Many games have their own in-game currencies, such as Robux in Roblox or Minecraft Coins in Minecraft. Players can purchase these with a few clicks and real money via the app store. They can then be used to purchase characters, skills, and equipment (such as weapons or clothing) in the game.
Pay-to-win: This is the name given to a game principle in which you can succeed if you pay something. The games are designed in such a way that it takes a lot of effort to reach a goal without paying money. The player can avoid such frustrations by making in-game-purchases.
Lootboxes: In games, Lootboxes are boxes or treasure chests that contain virtual items. You don't know if you can actually use the items they contain until after you buy them.
Risks from in-game purchases
In-game purchases can quickly become a cost trap, especially for children and young people, and encourage excessive use. In a report by jugendschutz.net, manipulative game designs of free-to-play apps, so-called dark patterns, were examined in more detail. The possibility of in-game purchases is one of the so-called money patterns. During the game, players are regularly offered additional content for a fee in order to maintain or increase the fun of the game. One of the main problems here is virtual currencies, for which there is usually no fixed exchange rate. The currencies are often sold in packages. Additionally, with fantasy currencies, players quickly get the feeling that they are not spending any real money.
Quiz for children and teenagers on in-game purchases
This new quiz on the topic of "in-game purchases" brings children and young people closer to the problem of costs in games. For example, they learn how to protect themselves from uncontrolled spending.
The quiz was developed by the German klicksafe Youth Panel together with the Saferinternet.at-Youth Panel from Austria . In several online meetings, young people from both countries exchanged views on various topics related to their everyday media lives. This gave rise to the idea of developing a joint quiz on the topic of in-game purchases.
The quiz can also be played in school lessons or together with parents to approach the topic together and discuss possible courses of action.
Play the In-game purchases quiz here (only available in German).
Find more information about the work of the Austrian Safer Internet Centre and German Safer Internet Centre, including their awareness raising, helpline, hotline, and youth participation services – or find similar information for other Safer Internet Centres throughout Europe.
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