Children’s In-Game Spending: Europe
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.