Free-to-Play Games Aren’t Really Free—And Kids May Be Paying the Price

Jeff Moss

Credit: Pexels

The appeal of a free-to-play game is obvious: there is no upfront price, making games such as Roblox, Fortnite and Candy Crush accessible to millions of players. But new research suggests the way these games generate revenue can look surprisingly similar to gambling spending patterns, particularly when players are encouraged to repeatedly spend money for uncertain or desirable rewards.

A study of 2,308 Austrian students ages 10 to 19 found that spending was highly concentrated: the top 10% of players accounted for 61.4% of all in-game spending. Those heavy spenders also showed higher rates of both gaming-disorder and gambling-disorder symptoms, raising concerns about how these monetization systems may affect young players.

The Psychology Behind “Free”

Free-to-play games aren’t simply games with optional extras tacked onto them; many are designed around keeping players returning. Artificial timers, limited-time events, daily rewards, virtual currencies and increasingly desirable purchases can create a cycle in which players feel that they need to keep playing—or paying—to avoid missing out.

Psychology Today’s Andrew Fishman, a therapist who works with young gamers, argues that “free-to-play video games typically use more psychological tricks to keep people playing and spending money.” He points to microtransactions as a particularly important warning sign for parents, because the financial cost isn’t always obvious when a child initially asks to download a game.

The Real Cost Can Be Money—and Mental Health

The concern isn’t that every child who plays a free-to-play game will develop a problem. Rather, researchers warn that game mechanics can make vulnerable players particularly susceptible to excessive spending and compulsive play, while the industry’s most profitable players may be a relatively small group.

Researchers writing in Medical Xpress argue that “players need better protection,” noting that the free-to-play model has become increasingly important to the gaming industry while relying on optional purchases.

For parents, the word free should therefore prompt a second question: What does the game want my child to do after they download it? Checking whether a game contains microtransactions, disabling unauthorized purchases, discussing virtual currencies and setting reasonable gaming boundaries can help children enjoy games without allowing the game itself to dictate how much time—or money—they spend.

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