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jsgo | 5 years ago
Whether it be tycoon games, social adventure games like About Me, Royal High, etc., it’s basically the new form of entertainment for kids. About the time my daughter became generally disinterested in toys was about the time she started liking Roblox.
piva00|5 years ago
They know that their parents won't be buying many of them, if they have a lot they can see the toys peppered around and parents can point to those and say "no more toys, you don't play enough with all of the ones we got you already".
A skin, special privileges, etc., are quite abstract concepts for a kid to tie it to a monetary value, they buy a skin, they can use it in game and... That's it, they will want the next fix, a new skin, more privileges, it's a bottomless pit of purely virtual assets that are easy to detach from money.
That's my take at least, from being a kid in the 90s and comparing my experience when I got real toys vs when I got digital toys (MMO subscriptions like Ultima Online, for example). I can't imagine how much harder for my parents it'd have been if instead of a subscription I was asking for them to pay or give me enough allowance to buy every item I wanted in a game. It'd be hell.
jsgo|5 years ago
And in the case of Fortnite and Roblox, the games are free so it does make sense to pay at least some into it (there's no such thing as a free lunch) and thankfully none of the things you pay for give the player an advantage so it is mostly what elicits an "I want my avatar to look like this" reaction. Plus, it teaches limits and in the case of my daughter, she weighs what she really wants in the game vs just seeing something shiny. In Adopt Me, that is mostly ride/fly potions for pets she has raised and turned to neon via raising 4 and merging.
I do, however, think there should be limits on it. But I think lessons can be learned from the experience all the same.