Digital games like “Fortnite”, which are advertised as free, are increasingly turning out to be a cost trap for young users. A current study by the University of Graz entitled “Insert Coin to Continue” shows how free-to-play models particularly captivate children and young people and entice them to spend unexpectedly. The Styrian Chamber of Labor warns of the hidden costs of these games and calls for measures to protect the youngest consumers.

The study, in which over 2,600 young people between the ages of ten and 19 took part, shows a worrying trend: 85 percent of those surveyed have already had experience with games in which real money can be spent during the game. What's shocking is that 65% of young players have already spent money on such in-game purchases, which corresponds to an average annual budget of around 170 euros per person. The gender distribution is particularly striking: boys are most often affected at 59%.

The illusion of freedom

The concept of “free-to-play” games is based on a fundamental illusion: although it costs nothing to get into the game, the player is confronted with numerous opportunities to spend money as the game progresses. These range from cosmetic items to in-game currencies. The so-called loot boxes are particularly problematic. These virtual treasure chests suggest a chance at rare items, but the selection of contents is based on algorithmic decisions and not pure chance.

Manipulation and its consequences

Study author Markus Meschik and media educator criticize the use of “dark patterns” – manipulative design elements that are intended to unconsciously entice players to buy. Mechanisms such as artificial scarcity or peer pressure play a crucial role. The consequences of these practices are not only financial, but also pose the risk of gambling addiction and affect the well-being of young users.

Demands for better protection

To counteract this, experts and the Styrian Chamber of Labor are calling for strict regulations. Based on the Belgian model, they advocate a ban on “loot boxes”, raising the minimum purchase age to 18 and the introduction of inhibition thresholds for in-game purchases, such as a cool-down phase after each purchase. Such measures could help prevent impulsive purchasing decisions and minimize the risk of developing addiction.

Questions and answers on the topic “Hidden costs in games”:

Question 1: What are free-to-play games?
Answer 1: These are games that are offered for free but contain in-game purchases where real money can be spent.

Question 2: Why are young people in particular affected by in-game purchases?
Answer 2: Young people are particularly susceptible to the appeal of digital games and do not always understand the financial consequences of in-game purchases.

Question 3: What are “loot boxes”?
Answer 3: “Loot boxes” are virtual boxes in games whose contents are unknown before purchase and which can be purchased for real money.

Question 4: What are “Dark Patterns”?
Answer 4: “Dark patterns” are design strategies in games that are intended to subtly entice the user to make purchases or actions that they might not otherwise have made.

Question 5: How can in-game purchases be regulated?
Answer 5: Through legal changes such as banning “loot boxes”, raising the purchasing age and introducing inhibition thresholds to reduce impulsive purchases.

Conclusion

The results of the “Insert Coin to Continue” study highlight the urgent need to protect young users from the hidden costs and potentially harmful effects of free-to-play games. It is time for consumer protection organizations, politicians and the gaming industry to work together to implement effective protection measures. By raising awareness and taking concrete measures, we can promote safe and responsible use of digital games.

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Source: derStandard ; Study as PDF

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