It's Not Real Money, it's Robux: An Exploration of Children's Attitudes Towards In-game Spending
summary
A mixed methods study reports how children and parents think about Robux Roblox and Fortnite purchases, giving concrete numbers and behaviors: a mean spend around £30 over a few months, 70% say purchases make play more fun, and 91% still ask parental permission before buying; younger children sometimes spend more than older ones and six‑to‑eight year olds spend ~80% of pocket money on toys while 12–14s treat gaming as social hangout, with implications for currency UX and ethical design.
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chapters (13)
- 0:00Children’s gaming and spending
- 3:23Studying children’s gaming behavior
- 7:42Play and positive effects
- 12:29Age engagement with games
- 15:41Gaming motivations for children aged six to eight
- 19:38Gaming motivations for children aged nine to eleven
- 23:27Gaming motivations for children aged twelve to fourteen
- 25:15Children’s spending habits
- 28:48Ethics in in-game purchases
- 32:58Ethical monetization principles
- 35:47Engaging parents in gaming
- 39:15Brand affinity and value
- 43:25Q&A
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