Dutch Children Regret In-Game Purchases

Dutch Children Regret In-Game Purchases

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Dutch Children Regret In-Game Purchases

A UNICEF survey reveals that many Dutch children regret in-game purchases, raising concerns about loot boxes, pressure to spend, and the ease of access to payment methods.

Dutch
Netherlands
TechnologyEntertainmentNetherlandsRegulationChildrenAddictionGamingUnicefRegretIn-Game PurchasesLoot Boxes
UnicefNos JeugdjournaalTweede Kamer
Suzanne LaszloJoppe Varkevisser
What factors contribute to children's spending on in-game items?
The survey of 188,000 Dutch elementary school children revealed that over 92,000 make in-game purchases, with a majority expressing regret. UNICEF is concerned about the pressure to buy and potential addictive nature of these purchases, especially for younger children.
What are the main concerns raised by UNICEF regarding children's in-game purchases?
Many children in the Netherlands regret in-game purchases, particularly loot boxes and outfits, according to a UNICEF survey.
What are the challenges associated with regulating in-game purchases and protecting children?
Group pressure, ease of access to payment methods, and the uncertainty of loot box contents all contribute to children's in-game spending. While parental consent is required, the practical implementation and enforcement remain challenging.

Cognitive Concepts

3/5

Framing Bias

The article frames the issue primarily as a problem caused by the games and the in-game purchase mechanics themselves, potentially minimizing the role of parental supervision or the children's own decision-making abilities.

2/5

Language Bias

The article uses words like "pressure," "addictive," and "regret" to describe children's in-game purchases, which might evoke negative emotions and potentially bias the reader's perception of the situation.

3/5

Bias by Omission

The article focuses heavily on the negative consequences of in-game purchases for children, potentially neglecting the perspectives of game developers or the positive aspects of gaming, leading to an incomplete picture.

2/5

False Dichotomy

The article presents a somewhat simplistic view of in-game purchases, implying that all such purchases are inherently negative. It doesn't fully consider the potential for responsible spending or the enjoyment derived from the purchases.

Sustainable Development Goals

Responsible Consumption and Production Negative
Direct Relevance

The article highlights the negative impacts of irresponsible consumption and production practices in the gaming industry, leading to children's regretful spending and potential addiction.