Updated Mar 17, 2026 by Video Games Europe
Report · June 1, 2024
Published by Video Games Europe
Ipsos’ fifth edition of the In‑Game Spending by Children and Parent Supervision study tracks how European families manage micro‑transactions in video games, focusing on trends from 2018 through 2024. The research aims to gauge the prevalence of child‑initiated spending, the amount of money involved, and the supervisory mechanisms parents employ. The 2024 survey covered the United Kingdom, France, Germany, Spain and Italy, sampling 2,772 adults with children who play games and 10,998 gamers aged 11‑64, using quota‑based online panels weighted to national populations. Three‑quarters of parents report that their children do not purchase in‑game extras, a proportion that has remained stable since 2020. Among the 26 % who do spend, average monthly outlays fell to €31, down €8 from the previous year, with 73 % of spenders allocating €1‑20 per month. Gameplay‑impacting items such as new weapons or powers attract the most expenditure (38 %), while decorative cosmetics account for 30 % and loot‑box‑type rewards remain the least popular at 21 %. Parental oversight is high: 95 % of spending households have an agreement with their child, and 63 % maintain explicit rules, either requiring permission (49 %) or setting limits (27 %). Permission‑based agreements and two‑factor authentication have risen year‑on‑year, while a minority (5 %) admit to monitoring nothing. Among all gamers surveyed, only 11 % have ever bought real‑money in‑game currency and 4 % have purchased loot boxes, figures that have shown little change over
Background & Methodology • Since 2018, Ipsos has conducted research looking at claimed in-game spend by children and their parent’s/guardian’s supervision of this spend. This is the fifth edition of the survey, conducted in 2018, 2019, 2020, 2023 and 2024. • This report looks at the trends over the years. However, comparisons are not recommended between 2018/19 and 2020/23/24 data due to differing samples and methodology. Total number of participants per year: all adults 18+ who are parents / guardians of children who play video games: YEAR TOTAL 2024 2,772 2023 2,808 2020 2,313 2019 1,118 2018 962 VIDEO
Take outs 1 The proportion of parents claiming their children do not spend on in-game extras remains stable since 2020. Three in four parents claim their children do not spend on in-game extras within the video games they play. 2 Amongst parents who claim their children spend on in-game extras, average spend has decreased to €31 per month. Just under three quarters (73%) claim their children spend between €1-20 average / month. Spend has decreased €8 per month amongst those who claim their children spend, vs. 2023. The most popular in-game extra category is content that impacts gameplay such as new weapons or powers. 3 The most popular content is the one that impacts gameplay (38%), with 30% of those who spend on in-game extras doing so on decorative/cosmetic items (that do not impact gameplay). Unknown rewards, such as Loot Boxes, continue to be least popular ingame content (21%). 4 The number of parents of children who spent on in-game extras AND have agreement on spend levels remains very high. 95% of parents of children who spend on in-game extras claim to have an agreement with their children about their spend. Over 3 in 5 (63%) have an explicit agreement with their children, either asking permission (49 %) or setting spending limits (27%). 5 Most video game players do not engage with or are not aware of in-game currency purchasing nor loot boxes. Just 11% of video game players (aged 11- 64) claim to have spent real money on in-game currency within the game and only 4% on loot boxes. This is stable year on year for in-game currency and unchanged for loot boxes.
not engage with or are not aware of in-game currency purchasing nor loot boxes. Just 11% of video game players (aged 11- 64) claim to have spent real money on in-game currency within the game and only 4% on loot boxes. This is stable year on year for in-game currency and unchanged for loot boxes. VIDEO
The majority (76%) of parents claim their children do not spend on any ingame extras - this has remained stable since 2020. Child spend in-game (Amongst parents of video game players) - 2024 Total - 2024 Total Total - - Trend Trend 6% 7% 6% 4% 5% 6% 18% 18% 18% 19% 36% 42% Child spends Child does not spend 76% 76% 74% 60% 53% 76% Don’t know 2024 2023 2020 2019 2018 Method change–data not comparable Q2MICRO. Does your child ever spend money in game? BASE: Parents / guardians of children in household who play video games TOTAL (2,772) VIDEO
Among parents whose children spend on in-game extras, unknown rewards (e.g. loot boxes) are least popular. Most popular is content that impacts gameplay, such as new weapons or powers (38%). Items spent money on (Amongst parents whose children spend money in-game) - 2024 Total Something that… 2024 2023 2020 ...impacts gameplay 27% 34% 38% ...is decorative or cosmetic and doesn’t impact gameplay 30% 31% 39% ...increases rewards you can earn from gameplay 28% 22% 30% ...expands gameplay 27% 26% 28% ...makes videogames easier to play 23% 21%24% …has unknown rewards 21% 23% 21% Q2BMICRO. What does your child spend money on while playing video games? BASE: Parents / guardians of children in household who spend money in video games (783) VIDEO
Average claimed spend per month on in-game extras has decreased from €39 in 2023 to €31 this year. Claimed average spend per child (Amongst parents whose children spend money in-game) Total (parents whose children spend money in-game) €80+ 4% 7% 2% 5% 9% 12% 8% 6% €61-80 13% 16% 11% 13% €41-60 73% 64% 78% 75% €21-40 €1-20 % Spending in-game % Spending in-game % Spending in-game % Spending in-game 2024 2023 2020 2019 (amongst all parents of children who spend in-game items) Average spent per month €31 €39 €33 €28 Q3MICRO. In an average month, how much money does your child/children spend in-game? Method change–data not comparable Please include across all the games they play and any devices they play on. BASE: Parents / guardians of children in household who spend money in video games (783) Re-based to exclude ‘Don’t Know’ VIDEO
This research analyzes trends in children’s in-game spending and parental oversight across major European markets, including Great Britain, France, Germany, Spain, and Italy. Based on an Ipsos survey conducted between February and April 2024, the study draws on responses from 2,772 parents of children who play video games, as well as a broader sample of nearly 11,000 players aged 11 to 64. The primary thesis is that while in-game monetization is a known element of modern gaming, the vast majority of children do not spend money on extras, and those who do are subject to high levels of parental monitoring and declining average expenditure. Findings indicate that 76% of parents claim their children do not spend money on in-game extras, a figure that has remained stable since 2020. Among the minority who do spend, the average monthly expenditure dropped significantly from €39 in 2023 to €31 in 2024. The most common purchases are items that impact gameplay, such as new weapons or powers (38%), followed by cosmetic items (30%). Conversely, unknown rewards like loot boxes are the least popular category, with only 21% of spending children engaging with them. Among the general player population aged 11 to 64, only 11% have spent real money on in-game currency and only 4% on loot boxes. Parental supervision remains a dominant factor in managing these transactions. Approximately 95% of parents whose children spend money in-game have an established agreement regarding expenditure. These agreements are often explicit, with 49% of children required to ask for permission and 27% operating under strict spending limits. The use of technical controls, such as two-factor authentication and spending caps, has seen a year-on-year increase, suggesting that parents are becoming more proactive in utilizing platform tools to regulate digital consumption.
The research investigates how parents supervise and manage their children’s in‑game purchases, tracking trends across five European markets—United Kingdom, France, Germany, Spain and Italy—over four survey waves (2018, 2019, 2020 and 2023). Each wave surveyed adult parents or guardians of children who play video games, with sample sizes ranging from 962 in 2018 to 2,808 in 2023, providing a broad cross‑section of the region’s gaming households. Findings show that three‑quarters of parents consistently report that their children do not spend on in‑game extras, a proportion that has remained stable since 2020. Among the minority who do spend, the average monthly outlay rose from €33 in 2020 to €39 in 2023, reflecting a €6 increase that aligns with inflation. Most spending (64 %) falls within the €1‑20 range, with the most popular items being gameplay‑impacting content (34 %) and decorative or cosmetic items (just under one third). Loot boxes and other unknown‑reward items remain relatively unpopular. Parental oversight is high: nine‑in‑ten parents of spending children have some form of agreement, half of which are explicit—either seeking permission (38 %) or setting limits (23 %). Preferred monitoring tools include credit‑card bill checks, parental‑control settings, and two‑factor authentication, though 44 % of parents who avoid controls deem them unnecessary and 32 % find them difficult to activate. Awareness of in‑game currency and loot boxes among all players (ages 11‑64) is also limited, with only 9 % having purchased in‑game currency and 4 % having bought loot boxes. The study’s methodology relies on standardized questionnaires administered to representative adult panels in each country, ensuring comparability within each survey year while noting that cross‑year comparisons are constrained by methodological changes.
The initiative seeks to ensure that European players can make informed, transparent decisions when purchasing in‑game content, while safeguarding minors from unintended spending. It builds on the PEGI Age Rating System, now operating in forty countries, and introduces a three‑part policy framework: the PEGI Code of Conduct for purchasable content, additional safeguards focused on younger players, and coordinated information campaigns supported by trusted data. Statistical evidence shows that 20.8 % of all games receiving a PEGI rating include in‑game purchase options, with 3 % offering paid random items such as loot boxes. An annual Ipsos survey commissioned by Video Games Europe from 2018 to 2024, covering the five largest European consumer‑spend markets, reveals that parental supervision remains high—95 % of Swedish parents monitor spending—and that 76 % of parents report their children do not make in‑game purchases, a figure stable since 2020. Average spend among permitted purchasers fell 21 % in the Netherlands since 2023, and only 11 % of players aged 11‑64 have bought in‑game currency across the surveyed regions. The PEGI Code of Conduct obliges signatories to display a dedicated icon at the point of purchase, provide receipts, and clearly state the real‑world cost of any virtual currency. For paid random items, it mandates visible notices, confirms that such purchases are optional, and requires transparent probability disclosures in line with data‑protection laws. Additional safeguards include parental tools that default to zero spending for child accounts, separation of transaction interfaces from gameplay, and refund mechanisms for unauthorized purchases. Policies also prohibit the use of in‑game assets for illegal gambling or unauthorised trading, with enforcement powers vested in the PEGI Enforcement Committee. Information campaigns, such as the Pan‑European “Seize the Controls” effort, aim to raise awareness of these tools and safeguards in national languages, leveraging partnerships with Safer Internet Centres and other stakeholders. The industry welcomes further support from EU institutions and member states to amplify outreach and reinforce responsible spending practices across the European gaming ecosystem.
The research investigates contemporary Spanish parental attitudes toward video gaming, focusing on usage patterns, perceived competence, and consumer behavior during the 2014 holiday season. It reveals that a substantial majority—84 %—of parents actively play video games and consider themselves technologically equal to or more knowledgeable than their children. This confidence translates into a notable educational dimension, with 40 % of parents employing games as learning tools for their offspring. Family interaction emerges as a key driver, as more than half of the surveyed parents have maintained or increased their gaming time after becoming parents, citing shared play as a primary motivator. Economic analysis shows a modest decline in overall holiday spending on games compared with the previous year; however, parents who identify as gamers intend to allocate higher expenditures than non‑gamer parents. Video games rank as the most coveted Christmas gift for half of the children surveyed, with a particular preference for physical console titles. Overall, the findings underscore a robust integration of gaming within Spanish households, highlighting parental confidence, educational utilization, and sustained consumer demand despite slight seasonal spending fluctuations. The study’s scope encompasses Spanish families during the December 2014 period, offering insight into parental influence on market dynamics across both digital and physical gaming segments.