“They’re Scamming Me”: How Children Experience and Conceptualize Harm in Game Monetization
Authors
Research Background and Issues
-
What problems or challenges did the authors identify?
- The potential harm caused by game monetization strategies (e.g., microtransactions, subscription models, random reward mechanisms), particularly the risk of children feeling misled or deceived when purchasing virtual items.
- Existing research and public discussions on the harm of game monetization for children primarily focus on excessive spending, addiction, or gambling risks, with limited attention to children’s actual experiences and perceptions.
- The gaming industry has shifted from enhancing user experience to an excessive focus on data-driven operations and user monetization strategies, which may negatively impact young players, especially immature child users.
-
Why is this issue important? Children are a key target audience for free-to-play and microtransaction-based games. However, their cognitive development is not yet fully mature, making it difficult for them to understand complex monetary mechanisms or detect potentially deceptive designs. Currently, children’s voices are rarely included in relevant protective regulations and design discussions, despite their potential exposure to psychological, financial, and social harm.
-
Research Motivation and Related Work
- Motivation: Due to children’s limited understanding of virtual items and the complexity of game monetization mechanisms, their purchasing behavior and value judgments may be influenced by misleading designs, leading to missed opportunities for regulation and design optimization.
- Related Work:
- Most previous studies focus on addiction, gambling, or parental concerns about game monetization.
- Few studies directly explore young players’ actual experiences and pain points with monetization mechanisms, particularly defining “harm” from a child’s perspective.
- “Dark patterns” in game design are considered a significant factor contributing to these issues.
Solutions
-
What methods or solutions did the authors propose?
- Redefining “harm” in monetization through children’s language and experiences as any design or mechanism that makes children feel misled or deceived when purchasing virtual items.
- Proposing four design recommendations to mitigate the potential harm of monetization mechanisms for children:
- Removing random reward mechanisms (e.g., loot boxes) from games targeted at children.
- Providing accessible refund mechanisms for children.
- Implementing stronger protections to ensure children retain access to game items and accounts.
- Designing virtual currency to be refundable, flexible, and transparent.
-
What are the innovative aspects of this solution?
- Centering on children’s experiences, moving beyond the traditional narrative focused on “gambling” or parental “overconcern” to create a more realistic definition of harm.
- Offering specific and actionable design improvement measures, such as virtual currency transparency, refund options, and eliminating mechanisms detrimental to child users.
- Advocating for the integration of “child-centered design” principles into game monetization strategies and related policies.
-
What are the implementation steps and key technologies used?
- Utilizing the “cultural probe” method, where participants (children aged 7–14) used an AU$20 virtual currency card to purchase game items, documenting their decision-making processes and feelings.
- Supplementing with structured family interviews to gather insights from children and parents on purchasing experiences, decision-making logic, and opinions on monetization mechanisms.
- Conducting qualitative thematic analysis to identify core topics related to “monetization harm,” including “sense of value,” “feeling deceived,” “regret,” and “access restrictions.”
Research Outcomes
-
What specific outcomes were achieved?
- Identified that children’s perceived harm is not limited to financial loss or addictive behavior but is closely related to feelings of “misleading” or “deception” during the purchasing process.
- Found that children assign significant emotional and social value to virtual items, but this value is easily undermined by overly complex monetization mechanisms.
- Parents observed that while children possess some consumer strategy skills, they are still immature in handling issues like random rewards and virtual currency management, making them susceptible to misleading designs.
-
What advantages does this approach have compared to existing solutions?
- The study highlights children’s agency, addressing “what is harmful to children” from their perspective rather than relying solely on adult assumptions.
- Provides targeted design improvement suggestions rather than broad bans (e.g., completely prohibiting microtransaction features).
- Aligns with global legislative efforts (e.g., Australia’s “Safety by Design” principles, UK’s Online Safety Bill) advocating for user transparency and design accountability.
-
What were the experimental or evaluation results? Through the participation of 22 children in live experiences and interviews, four major negative experiences were identified when purchasing game items:
- Feeling disappointed or regretful after making a purchase.
- Hidden probabilities and virtual currency mechanisms complicating children’s purchasing decisions.
- Losing access to virtual items or accounts due to scams or unreasonable designs.
- Misleading advertisements or pricing strategies commonly used by game developers diminishing the purchasing experience.
-
Limitations and Future Directions
- Limitations:
- The study primarily focused on Australian players and specific games (e.g., Roblox and Fortnite), potentially limiting its coverage of the global diversity in gaming ecosystems.
- The participant group consisted mainly of middle- to high-income families, possibly underestimating the unique financial pressures faced by low-income families.
- Future Directions:
- Investigating how children from different cultural, economic, and regional backgrounds experience and perceive game monetization.
- Exploring the potential harm of monetization mechanisms in other free-to-play games (freemium models).
- Conducting in-depth analysis of children’s attitudes and behaviors toward advertisements and “pay-to-skip mechanics.”
- Limitations:
Conclusion
This study successfully explored children’s real experiences in the digital game monetization environment, breaking away from traditional narrative frameworks to redefine “harm” based on children’s actual perceptions. It provides novel design and regulatory recommendations aligned with children’s interests for game designers and policymakers. Integrating children’s perspectives is crucial for reducing unnecessary harm and safeguarding their rights in the digital age.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- Which game monetization designs or mechanisms make children feel misled or deceived?Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
- How do complex monetization mechanisms affect children's value judgments and experiences of virtual item purchases?Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
- How can potential harms of game monetization on children be defined and mitigated from a child-centered perspective?Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
Practical Problems
1- Children struggle to recognize complex monetization mechanisms and are easily misled into buying virtual items.Category: Child Digital Wellbeing and Gaming ExperienceSimilar questionsarrow_forward
No related papers with ≥60% similarity
Based on Jaccard similarity of research subtopics & professions (≥60%)