Free-to-play video games carry heavy financial costs for a vulnerable minority of teens
A new study shows that just 10% of adolescent gamers account for over 60% of in-game purchases. These heavy spenders are significantly more likely to exhibit symptoms of gaming and gambling disorders, regardless of their family's wealth.
A recent investigation has unveiled that a small segment of teenage gamers are responsible for the majority of in-game purchases, spending an overwhelming 60% of all virtual cash - a pattern that mirrors gambling. Conducted by Markus Meschik, a professor of social pedagogy at St. Pölten University of Applied Sciences in Austria, the study examined the spending habits of 2,308 Austrian adolescents aged 10 to 19.
Results showed that just 10% of these gamers accounted for over 60% of in-game expenditures, highlighting a worrying financial disparity. Boys spent more than girls, peaking among 15-16-year-olds, who averaged over €200 annually. A striking 61.4% of total spending was concentrated in the top 10% of spenders, dubbed "whales," spending anywhere from €400 to €12,000 per year.
These heavy spenders also showed higher rates of gaming and gambling disorder symptoms, regardless of their family's financial background. Surprisingly, adolescents from lower-income families spent roughly the same amount as their wealthier counterparts, suggesting that high spending isn't limited to those with disposable income, but rather a disproportionate share of their available funds.
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