Market (Overall)·Updated Mar 17, 2026 by Ipsos
76% of children do not spend money on in-game extras, a figure that has remained stable since 2020.
Average monthly in-game spending among children who do make purchases dropped from €39 in 2023 to €31 in 2024.
95% of parents whose children spend money in-game have established formal agreements, with 49% requiring children to ask for permission and 27% enforcing strict spending limits.
Gameplay-impacting items like weapons or powers are the most common purchases (38%), while loot boxes are the least popular, utilized by only 21% of spending children.
Parental use of technical controls, such as two-factor authentication and spending caps, has increased year-on-year as a method for regulating digital consumption.
Among the broader player population aged 11 to 64, only 11% have spent real money on in-game currency and only 4% have purchased loot boxes.
76% of children do not spend money on in-game extras, a figure that has remained stable since 2020.
Average monthly in-game spending among children who do make purchases dropped from €39 in 2023 to €31 in 2024.
95% of parents whose children spend money in-game have established formal agreements, with 49% requiring children to ask for permission and 27% enforcing strict spending limits.
Gameplay-impacting items like weapons or powers are the most common purchases (38%), while loot boxes are the least popular, utilized by only 21% of spending children.
Parental use of technical controls, such as two-factor authentication and spending caps, has increased year-on-year as a method for regulating digital consumption.
Among the broader player population aged 11 to 64, only 11% have spent real money on in-game currency and only 4% have purchased loot boxes.